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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VectorGraphics;
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using UnityEngine;
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namespace UntitledLogicGame
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{
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public class PointerManager : MonoBehaviour
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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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#endregion
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#region Unity Properties
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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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#endregion
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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 DeleteOnRelease { get; set; }
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#endregion
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#region Private Properties
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private Cable _currentCable;
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private Gate _currentGate;
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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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#endregion
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#region Unity Methods
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private void FixedUpdate()
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{
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var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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mousePos.z = 0f;
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MousePos = mousePos;
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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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if (_currentGate != null)
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{
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_currentGate.transform.position = MousePos - _currentGateDelta;
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}
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else if (GameManager.Instance.CurrentAnchor != null)
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{
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_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
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_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
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}
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else if (GameManager.Instance.CurrentGate != null)
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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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else if (_currentCable != null)
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{
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if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
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{
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Destroy(_currentCable.gameObject);
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}
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else
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{
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_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
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}
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_currentCable = null;
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}
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else if(_currentGate != null)
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{
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if (DeleteOnRelease)
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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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foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
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{
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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.Box;
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if (FindObjectsOfType<Gate>()
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.Where(g => !g.Equals(_currentGate))
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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.Value; // Reset pos
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}
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}
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}
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_currentGate = null;
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DeleteOnRelease = false;
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}
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SetCursor();
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}
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#endregion
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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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_currentGateInitialPos = created ? (Vector3?)null : _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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public void RequestDelete()
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{
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if (_currentGate != null)
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{
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Destroy(_currentGate.gameObject);
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_currentGate = null;
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}
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}
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#endregion
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#region Private Methods
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private void SetCursor()
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{
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Texture2D cursor = DefaultCursor;
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Vector2 position = Vector2.zero;
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if(!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
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{
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cursor = PointerCursor;
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position = new Vector2(cursor.width / 2f, 0f);
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}
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else if (!Interacting && GameManager.Instance.CurrentGate != null || Interacting && _currentGate != null)
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{
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cursor = MoveCursor;
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position = new Vector2(cursor.width / 2f, cursor.height / 2f);
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}
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if(_currentCursor != cursor)
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{
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Cursor.SetCursor(cursor, position, CursorMode.Auto);
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_currentCursor = cursor;
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}
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}
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#endregion
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}
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}
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