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Copy pathInputController.cs
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81 lines (71 loc) · 2.06 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class InputController : MonoBehaviour
{
private UnitActionSystem unitActionSystem;
// Set these in the inspector.
[SerializeField] private LayerMask unitLayer;
[SerializeField] private LayerMask environmentLayer;
private void Awake()
{
unitActionSystem = GetComponent<UnitActionSystem>();
}
private void Update()
{
if (UnitActionSystem.Instance.GetIsBusy() || !TurnSystem.Instance.IsPlayerTurn())
{
return;
}
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
RaycastHit hit;
if (TryRaycast(out hit, GetCurrentLayerMask()))
{
HandleClick(hit);
}
}
}
private bool TryRaycast(out RaycastHit hit, LayerMask layerMask)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
return Physics.Raycast(ray, out hit, float.MaxValue, layerMask);
}
private void HandleClick(RaycastHit hit)
{
if (UnitActionSystem.Instance.GetSelectedAction() == null)
{
HandleUnitClick(hit);
}
else
{
HandleAction(hit);
}
}
private LayerMask GetCurrentLayerMask()
{
if (UnitActionSystem.Instance.GetSelectedAction() == null)
{
return unitLayer;
}
else
{
return environmentLayer;
}
}
private void HandleAction(RaycastHit hit)
{
GridPosition gridPosition = LevelGrid.Instance.WorldPositionToGridPosition(hit.point);
UnitActionSystem.Instance.HandleSelectedAction(gridPosition);
}
private void HandleUnitClick(RaycastHit hit)
{
Collider unitCollider = hit.collider;
if (unitCollider != null && unitCollider.TryGetComponent<Unit>(out Unit unit))
{
unitActionSystem.HandleUnitSelection(unit);
}
}
}