using UnityEngine; using UnityEngine.InputSystem; public class PlayerInputComponent : MonoBehaviour { public Vector2 MoveInput { get; private set; } public Vector2 LastMoveInput { get; private set; } public Vector2 CameraInput { get; private set; } public Vector2 mousePosInput { get; private set; } public Vector2 touch0Input { get; private set; } public Vector2 touch1Input { get; private set; } public bool JumpInput { get; private set; } public bool HasMoveInput { get; private set; } public bool isPressDown { get; private set; } public void OnMoveEvent(InputAction.CallbackContext context) { Vector2 moveInput = context.ReadValue(); bool hasMoveInput = moveInput.sqrMagnitude > 0.0f; if (HasMoveInput && !hasMoveInput) { LastMoveInput = MoveInput; } MoveInput = moveInput; HasMoveInput = hasMoveInput; } public void OnLookEvent(InputAction.CallbackContext context) { CameraInput = context.ReadValue(); //Debug.Log(CameraInput); } public void OnTouch0Event(InputAction.CallbackContext context) { touch0Input = context.ReadValue(); } public void OnTouch1Event(InputAction.CallbackContext context) { touch1Input = context.ReadValue(); } public void OnJumpEvent(InputAction.CallbackContext context) { if (context.started || context.performed) { JumpInput = true; } else if (context.canceled) { JumpInput = false; } } public void OnUIRotEvent(InputAction.CallbackContext context) { mousePosInput = context.ReadValue(); } public void OnPressDownEvent(InputAction.CallbackContext context) { if (context.started || context.performed) { isPressDown = true; } else if (context.canceled) { isPressDown = false; } } }