void Update()
    {
        Vector3 mousePosition = RoundedMousePosition(new Plane(Vector3.up, Vector3.one), 1f);

        mousePosition.y = 10f;
        //projector.transform.position = mousePosition;
        //projector.transform.rotation = Quaternion.Euler(90, 0, 0);

        if (Input.GetMouseButtonUp(0))
        {
            selection         = null;
            prevMousePosition = new Vector3(0, 0, 0);
        }

        if (Input.GetMouseButtonDown(0))
        {
            prevMousePosition = Input.mousePosition;
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            Physics.Raycast(ray, out hit);
            if (hit.collider == null)
            {
                return;
            }
            if (hit.collider.gameObject.tag == "Terrain")
            {
                selection = hit.collider.gameObject.GetComponent <patch_legacy>();
            }
        }

        if (Input.GetMouseButton(0))
        {
            if ((Input.mousePosition.normalized.y - prevMousePosition.normalized.y > .1f) && selection != null)
            {
                prevMousePosition = Input.mousePosition;
                GameController.Instance.park.AdjustTerrain(selection.Row, selection.Column, selection.Row + 2, selection.Column + 2, new float[] { 1, 1, 1, 1 }, true);
            }

            if ((Input.mousePosition.normalized.y - prevMousePosition.y < -.1f) && selection != null)
            {
                prevMousePosition = Input.mousePosition;
                //GameController.Instance.zoo.AdjustTerrain(selection.row, selection.column, selection.row + 2, selection.column + 2, new float[] {-1,-1,-1,-1}, true);
            }
        }
    }
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         Physics.Raycast(ray, out hit);
         //TODO: Make a raycast that uses the layermask "terrain"
         if (hit.collider == null)
         {
             return;
         }
         if (hit.collider.gameObject.tag == "Terrain")
         {
             patch_legacy patch = hit.collider.gameObject.GetComponent <patch_legacy>();
             GameController.Instance.park.PlacePath(patch.row, patch.column, patch.h[0]); // TODO: Place patch instead at highest
         }
     }
 }