// Clear the selection on the cancel key, but only if mouse input is allowed
if (useMouse && mCurrentSelection != null)
{
if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0))
{
currentScheme = ControlScheme.Controller;
currentKey = cancelKey0;
//selectedObject = null; // Mike: Commented out so it doesn't screw up targeting
}
else if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1))
{
currentScheme = ControlScheme.Controller;
currentKey = cancelKey1;
//selectedObject = null; // Mike: Commented out so it doesn't screw up targeting
}
}