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updated comment for why we're tracking mouse-down mouse-up cycle in AoeActionInput
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Assets/BossRoom/Scripts/Client/Game/Action/AoeActionInput.cs

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@@ -20,6 +20,12 @@ public class AoeActionInput : BaseActionInput
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Camera m_Camera;
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int m_GroundLayerMask;
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Vector3 m_Origin;
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//The general action system works on MouseDown events (to support Charged Actions), but that means that if we only wait for
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//a mouse up event internally, we will fire as part of the same UI click that started the action input (meaning the user would
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//have to drag her mouse from the button to the firing location). Tracking a mouse-down mouse-up cycle means that a user can
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//click on the ground separately from the mouse-click that engaged the action (which also makes the UI flow equivalent to the
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//flow from hitting a number key).
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bool m_ReceivedMouseDownEvent;
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RaycastHit[] m_UpdateResult = new RaycastHit[1];

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