public void BuildingUpdate()
        {
            if (assigningBlocks && Input.GetButtonDown("Fire1"))
            {
                // Raycasting code basically stolen from AddPiece
                var mousePosition = (Vector2)Input.mousePosition;
                var ray           = Camera.main.ScreenPointToRay(new Vector3(mousePosition.x, mousePosition.y, 0.0f));
                var hit           = new RaycastHit();
                var rayHit        = Physics.Raycast(ray, out hit, AddPiece.Instance.layerMasky);

                if (rayHit)
                {
                    var block = hit.collider.gameObject.GetComponentInParent <BlockBehaviour>();
                    if (block != null)
                    {
                        // User clicked on `block`

                        if (group.HasBlock(block))
                        {
                            // Deselect block
                            block.VisualController.SetNormal();
                            group.RemoveAllBindingsWithBlock(block);
                        }

                        /*else
                         * {
                         * // Blocks without keybinds can't be selected
                         * if (block.Keys.Count > 0)
                         * {
                         *  // Select block, open keybind selection window
                         *  block.VisualController.SetHighlighted();
                         *  blockToAssign = block;
                         * }
                         * }*/
                    }
                }
            }

            if (assigningBlocks)
            {
                // Highlight all assigned blocks
                // Need to do this every frame, as AddPiece is gonna try to de-highlight them after mouse-over
                foreach (var block in group.AllAssignedBlocks())
                {
                    block.VisualController.SetHighlighted();
                }
            }

            // If a keybind was selected, add it and go back to block selection mode

            /*if (blockToAssign != null && selectedKeybind != -1)
             * {
             * group.AddKeybinding(blockToAssign, selectedKeybind);
             * selectedKeybind = -1;
             * blockToAssign = null;
             * }*/
        }