I am considering re-doing this so that each object that can be selected will have a "Selectable" component. Selectable will manage click events on the object by implementing IPointerClickHandler. When clicked, it will save a string that is the object's name to PlayerPrefs. This allows a simple way to manage selection without it being trapped in a class.
On top of this, we can make InputController into a class solely for managing missions, with the FSM and event handling.
I am considering re-doing this so that each object that can be selected will have a "Selectable" component. Selectable will manage click events on the object by implementing IPointerClickHandler. When clicked, it will save a string that is the object's name to PlayerPrefs. This allows a simple way to manage selection without it being trapped in a class.
On top of this, we can make InputController into a class solely for managing missions, with the FSM and event handling.