void mouseDragOrClick(Vector2 currentFlatMousePos)
    {
        //滑鼠左鍵點下後抓取滑鼠位置,並且開始判斷是拖曳或是點擊
        if (mouseDragging)
        {
            Vector2 diffScreen = currentFlatMousePos - startClipPos;
            if (diffScreen.x + diffScreen.y != 0f) //滑鼠從點下到放開有移動就視為拖曳
            {
                Vector2 diffRelative = new Vector2(diffScreen.x / Screen.width, diffScreen.y / Screen.height);
                Vector2 diff         = startDragingPos - diffRelative * taiwanMap.terrainSize * taiwanMap.rangeScale;
                taiwanMap.newPos = ((int)diff.x, (int)diff.y);
                maybeClick       = false; //如果是拖曳就不是點擊
            }
        }

        if (Input.GetMouseButtonDown(0))
        {
            startDragingPos = new Vector2(taiwanMap.newPos.x, taiwanMap.newPos.y);
            startClipPos    = currentFlatMousePos;
            mouseDragging   = true;
            maybeClick      = true;
        }

        if (Input.GetMouseButtonUp(0))
        {
            if (maybeClick)                          //點擊滑鼠就是放士兵或收士兵
            {
                if (hit.transform.name == "Terrain") //點在圖台上表示放士兵
                {
                    float terrainRatio = taiwanMap.terrainSize * taiwanMap.rangeScale;
                    (int x, int y)terrainRayHit = ((int)(hit.point.x * terrainRatio), (int)(hit.point.z * terrainRatio));
                    (int x, int y)hitTerrainPos = (terrainRayHit.x + taiwanMap.newPos.x, terrainRayHit.y + taiwanMap.newPos.y);
                    var placeLongLat = GIS.TerrainToLonglat(hitTerrainPos);
                    var troopID      = troopManager.TroopMissingID("soldier");
                    // troopManager.TroopMove("soldier", troopID, placeLongLat.lng, placeLongLat.lat);
                    messageBroker.AddTroop("soldier", troopID, placeLongLat.lng, placeLongLat.lat);
                }
                else if (hit.transform.name.StartsWith("ToonSoldier_WW2_demo_model"))  //點到士兵表示收士兵
                {
                    hit.transform.gameObject.tag = "Finish";
                    //使用rayhit只能看到被hit到的Gameobject,但在原本的Troopmanager中採用dictionary進行Gameobject管理。
                    //直接刪除gameobject會造成錯誤。所以必須找到對應的dictionary key,透過管理系統進行刪除。這在士兵量太過
                    //龐大時效能會不好
                    string troopID = troopManager.GetDeletedSelectedTroopID();
                    messageBroker.RemoveTroop("soldier", troopID);
                }
                troopManager.redrawTroops = true;
            }
            maybeClick    = false;
            mouseDragging = false;
        }
    }