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PlayerInput.cs
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace Player
{
public class PlayerInputs : MonoBehaviour
{
[Header("Character Input Values")]
public Vector2 move;
public Vector2 look;
public bool aim;
public bool couch;
public bool jump;
public bool shoot;
public bool sprint;
[Header("Movement Settings")]
public bool analogMovement;
#if !UNITY_IOS || !UNITY_ANDROID
[Header("Mouse Cursor Settings")]
public bool cursorLocked = true;
public bool cursorInputForLook = true;
#endif
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if(cursorInputForLook)
{
LookInput(value.Get<Vector2>());
}
}
public void OnAim(InputValue value)
{
AimInput(value.isPressed);
}
public void OnCrouch(InputValue value)
{
CrouchInput(value.isPressed);
}
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
}
public void OnShoot(InputValue value)
{
ShootInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
}
#else
// old input sys if we do decide to have it (most likely wont)...
#endif
public void MoveInput(Vector2 newMoveDirection)
{
move = newMoveDirection;
}
public void LookInput(Vector2 newLookDirection)
{
look = newLookDirection;
}
public void AimInput(bool newAimState)
{
aim = newAimState;
}
public void CrouchInput(bool newCrouchState)
{
crouch = newCrouchState;
}
public void JumpInput(bool newJumpState)
{
jump = newJumpState;
}
public void SprintInput(bool newSprintState)
{
sprint = newSprintState;
}
public void ShootInput(bool newShootState)
{
shoot = newShootState;
}
#if !UNITY_IOS || !UNITY_ANDROID
private void OnApplicationFocus(bool hasFocus)
{
SetCursorState(cursorLocked);
}
private void SetCursorState(bool newState)
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
}
#endif
}
}