input/output + refactoring
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@@ -11,12 +11,17 @@ namespace UntitledLogicGame
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{
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#region Static Properties
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public static PointerManager Instance => GameManager.Instance.MouseManager;
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public static PointerManager Instance => GameManager.Instance.PointerManager;
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#endregion
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#region Unity Properties
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[Header("Click")]
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public float DoubleClickThreshold;
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public float DoubleClickDelay;
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[Header("Cursor")]
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public Texture2D DefaultCursor;
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public Texture2D PointerCursor;
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public Texture2D MoveCursor;
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@@ -26,13 +31,9 @@ namespace UntitledLogicGame
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#region Public Properties
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public static Vector3 MousePos { get; set; }
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public bool Interacting => _currentCable != null || _currentGate != null;
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public bool MovingObject => _currentGate != null;
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public static bool Clicking => Input.GetButton("Fire1");
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public bool Clicking => Input.GetButton("Fire1");
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public bool DeleteOnRelease { get; set; }
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#endregion
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@@ -44,6 +45,8 @@ namespace UntitledLogicGame
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private Vector3? _currentGateInitialPos;
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private Vector3 _currentGateDelta;
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private Texture2D _currentCursor;
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private float _clicked = 0f;
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private float _clicktime = 0f;
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#endregion
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@@ -147,6 +150,33 @@ namespace UntitledLogicGame
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}
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}
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public bool DoubleClick()
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{
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if (Clicking)
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{
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_clicked += Time.deltaTime;
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}
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else
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{
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if(_clicked >= DoubleClickThreshold)
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{
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if(Time.time - _clicktime < DoubleClickDelay)
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{
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_clicked = 0f;
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_clicktime = 0f;
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return true;
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}
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else
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{
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_clicktime = Time.time;
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}
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}
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_clicked = 0f;
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}
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return false;
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}
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#endregion
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#region Private Methods
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