public void RoamInputs()
    {
        m_MouseRay      = m_MainCamera.ScreenPointToRay(Input.mousePosition);
        m_LeftMouseDown = Input.GetMouseButtonDown(0);

        // Clicked on a character
        if (Physics.Raycast(m_MouseRay, out m_MouseWorldRayHit, Mathf.Infinity, 1 << 9))
        {
            Unit rayHitUnit = m_MouseWorldRayHit.collider.GetComponent <Unit>();

            if (m_LeftMouseDown)
            {
                if (rayHitUnit != null)
                {
                    if (rayHitUnit != m_SelectedUnit && rayHitUnit.GetAlive())
                    {
                        SelectUnit(rayHitUnit, GameState.Roam);
                        UpdateMoveablePreview(null);
                    }
                }
            }
        }
        // Else hit the terrain, move the currently selected unit.
        else if (Physics.Raycast(m_MouseRay, out m_MouseWorldRayHit, Mathf.Infinity))
        {
            if (m_SelectedUnit != null)
            {
                if (m_LeftMouseDown)
                {
                    // Move the formation object to the position of the player's cursor in the world.
                    m_GroupFormation.transform.position = m_MouseWorldRayHit.point;

                    Vector3 meanPosition = Vector3.zero;

                    // Go through all the player units.
                    foreach (Unit u in UnitsManager.m_Instance.m_PlayerUnits)
                    {
                        meanPosition += u.transform.position;
                        // Set all the units to move to their respective positions in the formation.
                        switch (u.m_CharacterName)
                        {
                        case "Death":
                            u.SetDestination(m_GroupFormation.GetDeathPosition().position);
                            break;

                        case "Pestilence":
                            u.SetDestination(m_GroupFormation.GetPestilencePosition().position);
                            break;

                        case "Famine":
                            u.SetDestination(m_GroupFormation.GetFaminePosition().position);
                            break;

                        case "War":
                            u.SetDestination(m_GroupFormation.GetWarPosition().position);
                            break;
                        }
                    }

                    meanPosition /= UnitsManager.m_Instance.m_PlayerUnits.Count;

                    // Rotate the formation object to look away from the characters.
                    m_GroupFormation.transform.rotation = Quaternion.LookRotation(m_GroupFormation.transform.position - meanPosition);
                }
            }
        }
        Debug.DrawLine(m_MainCamera.transform.position, m_MouseWorldRayHit.point, Color.white, 0.0f);
    }