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@@ -7,6 +7,12 @@ namespace UntitledLogicGame
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{
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public class MouseManager : MonoBehaviour
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{
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#region Static Properties
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public static MouseManager Instance => GameManager.Instance.MouseManager;
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#endregion
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#region Unity Properties
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#endregion
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@@ -15,6 +21,10 @@ namespace UntitledLogicGame
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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 static bool Clicking => Input.GetButton("Fire1");
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#endregion
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#region Private Properties
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@@ -39,7 +49,7 @@ namespace UntitledLogicGame
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mousePos.z = 0f;
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MousePos = mousePos;
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if (Input.GetMouseButton(0))
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if (Clicking)
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{
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if(_currentCable == null)
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{
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@@ -54,13 +64,7 @@ namespace UntitledLogicGame
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}
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else if (GameManager.Instance.CurrentGate != null)
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{
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_currentGate = GameManager.Instance.CurrentGate;
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_currentGateDelta = MousePos - _currentGate.transform.position;
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_currentGateInitialPos = _currentGate.transform.position;
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foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
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{
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renderer.sortingLayerName = "moving";
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}
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DragGate(GameManager.Instance.CurrentGate, false);
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}
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}
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}
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@@ -83,12 +87,22 @@ namespace UntitledLogicGame
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renderer.sortingLayerName = "default";
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}
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_currentGate.transform.position = _currentGate.transform.position.Round();
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var currentBox = _currentGate.GetComponentInChildren<BoxCollider2D>();
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var currentBox = _currentGate.Box;
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if (FindObjectsOfType<Gate>()
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.Where(g => !g.Equals(_currentGate))
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.Select(g => g.GetComponentInChildren<BoxCollider2D>())
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.Any(b => currentBox.IsTouching(b))) // Collision with another gate
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_currentGate.transform.position = _currentGateInitialPos; // Reset pos
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.Select(g => g.Box)
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.Any(b => currentBox.IsTouching(b)))
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{
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// Collision with another gate
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if(_currentGateInitialPos == null)
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{
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Destroy(_currentGate.gameObject);
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}
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else
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{
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_currentGate.transform.position = _currentGateInitialPos; // Reset pos
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}
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}
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_currentGate = null;
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}
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}
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@@ -97,6 +111,18 @@ namespace UntitledLogicGame
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#region Public Methods
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public void DragGate(Gate gate, bool created)
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{
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_currentGate = gate;
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_currentGateDelta = MousePos - _currentGate.transform.position;
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if(!created)
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_currentGateInitialPos = _currentGate.transform.position;
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foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
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{
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renderer.sortingLayerName = "moving";
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}
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}
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#endregion
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#region Private Methods
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