328 lines
11 KiB
C#
328 lines
11 KiB
C#
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using KeyCode = UnityEngine.KeyCode;
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#if ENABLE_INPUT_SYSTEM
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using NewCode = UnityEngine.InputSystem.Key;
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#endif
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namespace Lean.Common
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{
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/// <summary>This class wraps <b>UnityEngine.Input</b> and <b>UnityEngine.InputSystem</b> so they can both be used from the same interface.</summary>
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public static class LeanInput
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{
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#if ENABLE_INPUT_SYSTEM
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private static System.Collections.Generic.Dictionary<KeyCode, NewCode> keyMapping = new System.Collections.Generic.Dictionary<KeyCode, NewCode>()
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{
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//{ KeyCode.None, NewCode.None },
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{ KeyCode.Backspace, NewCode.Backspace },
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{ KeyCode.Tab, NewCode.Tab },
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{ KeyCode.Clear, NewCode.None },
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{ KeyCode.Return, NewCode.Enter },
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{ KeyCode.Pause, NewCode.Pause },
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{ KeyCode.Escape, NewCode.Escape },
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{ KeyCode.Space, NewCode.Space },
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{ KeyCode.Exclaim, NewCode.None },
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{ KeyCode.DoubleQuote, NewCode.None },
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{ KeyCode.Hash, NewCode.None },
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{ KeyCode.Dollar, NewCode.None },
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{ KeyCode.Percent, NewCode.None },
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{ KeyCode.Ampersand, NewCode.None },
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{ KeyCode.Quote, NewCode.Quote },
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{ KeyCode.LeftParen, NewCode.None },
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{ KeyCode.RightParen, NewCode.None },
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{ KeyCode.Asterisk, NewCode.None },
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{ KeyCode.Plus, NewCode.None },
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{ KeyCode.Comma, NewCode.Comma },
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{ KeyCode.Minus, NewCode.Minus },
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{ KeyCode.Period, NewCode.Period },
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{ KeyCode.Slash, NewCode.Slash },
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{ KeyCode.Alpha1, NewCode.Digit1 },
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{ KeyCode.Alpha2, NewCode.Digit2 },
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{ KeyCode.Alpha3, NewCode.Digit3 },
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{ KeyCode.Alpha4, NewCode.Digit4 },
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{ KeyCode.Alpha5, NewCode.Digit5 },
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{ KeyCode.Alpha6, NewCode.Digit6 },
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{ KeyCode.Alpha7, NewCode.Digit7 },
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{ KeyCode.Alpha8, NewCode.Digit8 },
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{ KeyCode.Alpha9, NewCode.Digit9 },
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{ KeyCode.Alpha0, NewCode.Digit0 },
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{ KeyCode.Colon, NewCode.None },
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{ KeyCode.Semicolon, NewCode.Semicolon },
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{ KeyCode.Less, NewCode.None },
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{ KeyCode.Equals, NewCode.Equals },
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{ KeyCode.Greater, NewCode.None },
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{ KeyCode.Question, NewCode.None },
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{ KeyCode.At, NewCode.None },
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{ KeyCode.LeftBracket, NewCode.LeftBracket },
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{ KeyCode.Backslash, NewCode.Backslash },
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{ KeyCode.RightBracket, NewCode.RightBracket },
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{ KeyCode.Caret, NewCode.None },
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{ KeyCode.Underscore, NewCode.None },
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{ KeyCode.BackQuote, NewCode.Backquote },
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{ KeyCode.A, NewCode.A },
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{ KeyCode.B, NewCode.B },
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{ KeyCode.C, NewCode.C },
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{ KeyCode.D, NewCode.D },
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{ KeyCode.E, NewCode.E },
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{ KeyCode.F, NewCode.F },
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{ KeyCode.G, NewCode.G },
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{ KeyCode.H, NewCode.H },
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{ KeyCode.I, NewCode.I },
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{ KeyCode.J, NewCode.J },
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{ KeyCode.K, NewCode.K },
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{ KeyCode.L, NewCode.L },
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{ KeyCode.M, NewCode.M },
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{ KeyCode.N, NewCode.N },
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{ KeyCode.O, NewCode.O },
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{ KeyCode.P, NewCode.P },
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{ KeyCode.Q, NewCode.Q },
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{ KeyCode.R, NewCode.R },
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{ KeyCode.S, NewCode.S },
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{ KeyCode.T, NewCode.T },
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{ KeyCode.U, NewCode.U },
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{ KeyCode.V, NewCode.V },
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{ KeyCode.W, NewCode.W },
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{ KeyCode.X, NewCode.X },
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{ KeyCode.Y, NewCode.Y },
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{ KeyCode.Z, NewCode.Z },
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{ KeyCode.LeftCurlyBracket, NewCode.None },
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{ KeyCode.Pipe, NewCode.None },
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{ KeyCode.RightCurlyBracket, NewCode.None },
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{ KeyCode.Tilde, NewCode.None },
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{ KeyCode.Delete, NewCode.Delete },
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{ KeyCode.Keypad0, NewCode.Numpad0 },
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{ KeyCode.Keypad1, NewCode.Numpad1 },
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{ KeyCode.Keypad2, NewCode.Numpad2 },
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{ KeyCode.Keypad3, NewCode.Numpad3 },
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{ KeyCode.Keypad4, NewCode.Numpad4 },
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{ KeyCode.Keypad5, NewCode.Numpad5 },
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{ KeyCode.Keypad6, NewCode.Numpad6 },
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{ KeyCode.Keypad7, NewCode.Numpad7 },
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{ KeyCode.Keypad8, NewCode.Numpad8 },
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{ KeyCode.Keypad9, NewCode.Numpad9 },
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{ KeyCode.KeypadPeriod, NewCode.NumpadPeriod },
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{ KeyCode.KeypadDivide, NewCode.NumpadDivide },
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{ KeyCode.KeypadMultiply, NewCode.NumpadMultiply },
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{ KeyCode.KeypadMinus, NewCode.NumpadMinus },
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{ KeyCode.KeypadPlus, NewCode.NumpadPlus },
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{ KeyCode.KeypadEnter, NewCode.NumpadEnter },
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{ KeyCode.KeypadEquals, NewCode.NumpadEquals },
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{ KeyCode.UpArrow, NewCode.UpArrow },
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{ KeyCode.DownArrow, NewCode.DownArrow },
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{ KeyCode.RightArrow, NewCode.RightArrow },
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{ KeyCode.LeftArrow, NewCode.LeftArrow },
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{ KeyCode.Insert, NewCode.Insert },
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{ KeyCode.Home, NewCode.Home },
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{ KeyCode.End, NewCode.End },
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{ KeyCode.PageUp, NewCode.PageUp },
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{ KeyCode.PageDown, NewCode.PageDown },
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{ KeyCode.F1, NewCode.F1 },
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{ KeyCode.F2, NewCode.F2 },
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{ KeyCode.F3, NewCode.F3 },
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{ KeyCode.F4, NewCode.F4 },
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{ KeyCode.F5, NewCode.F5 },
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{ KeyCode.F6, NewCode.F6 },
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{ KeyCode.F7, NewCode.F7 },
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{ KeyCode.F8, NewCode.F8 },
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{ KeyCode.F9, NewCode.F9 },
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{ KeyCode.F10, NewCode.F10 },
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{ KeyCode.F11, NewCode.F11 },
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{ KeyCode.F12, NewCode.F12 },
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{ KeyCode.F13, NewCode.None },
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{ KeyCode.F14, NewCode.None },
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{ KeyCode.F15, NewCode.None },
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{ KeyCode.Numlock, NewCode.NumLock },
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{ KeyCode.CapsLock, NewCode.CapsLock },
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{ KeyCode.ScrollLock, NewCode.ScrollLock },
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{ KeyCode.RightShift, NewCode.RightShift },
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{ KeyCode.LeftShift, NewCode.LeftShift },
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{ KeyCode.RightControl, NewCode.RightCtrl },
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{ KeyCode.LeftControl, NewCode.LeftCtrl },
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{ KeyCode.RightAlt, NewCode.RightAlt },
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{ KeyCode.LeftAlt, NewCode.LeftAlt },
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{ KeyCode.RightCommand, NewCode.RightCommand },
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//{ KeyCode.RightApple, NewCode.RightApple },
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{ KeyCode.LeftCommand, NewCode.LeftCommand },
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//{ KeyCode.LeftApple, NewCode.LeftApple },
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{ KeyCode.LeftWindows, NewCode.LeftWindows },
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{ KeyCode.RightWindows, NewCode.RightWindows },
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{ KeyCode.AltGr, NewCode.AltGr },
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{ KeyCode.Help, NewCode.None },
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{ KeyCode.Print, NewCode.PrintScreen },
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{ KeyCode.SysReq, NewCode.None },
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{ KeyCode.Break, NewCode.None },
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{ KeyCode.Menu, NewCode.ContextMenu },
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};
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private static UnityEngine.InputSystem.Controls.ButtonControl GetMouseButtonControl(int index)
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{
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if (UnityEngine.InputSystem.Mouse.current != null)
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{
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switch (index)
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{
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case 0: return UnityEngine.InputSystem.Mouse.current.leftButton;
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case 1: return UnityEngine.InputSystem.Mouse.current.rightButton;
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case 2: return UnityEngine.InputSystem.Mouse.current.middleButton;
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case 3: return UnityEngine.InputSystem.Mouse.current.forwardButton;
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case 4: return UnityEngine.InputSystem.Mouse.current.backButton;
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}
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}
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return null;
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}
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private static UnityEngine.InputSystem.Controls.ButtonControl GetButtonControl(KeyCode oldKey)
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{
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if (UnityEngine.InputSystem.Mouse.current != null)
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{
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switch (oldKey)
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{
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case KeyCode.Mouse0: return UnityEngine.InputSystem.Mouse.current.leftButton;
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case KeyCode.Mouse1: return UnityEngine.InputSystem.Mouse.current.rightButton;
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case KeyCode.Mouse2: return UnityEngine.InputSystem.Mouse.current.middleButton;
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case KeyCode.Mouse3: return UnityEngine.InputSystem.Mouse.current.forwardButton;
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case KeyCode.Mouse4: return UnityEngine.InputSystem.Mouse.current.backButton;
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}
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}
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if (UnityEngine.InputSystem.Keyboard.current != null)
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{
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var newKey = default(UnityEngine.InputSystem.Key);
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if (keyMapping.TryGetValue(oldKey, out newKey) == true)
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{
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return UnityEngine.InputSystem.Keyboard.current[newKey];
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}
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}
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return null;
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}
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#endif
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public static int GetTouchCount()
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{
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#if ENABLE_INPUT_SYSTEM
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if (UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.enabled == false)
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{
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UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.Enable();
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}
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return UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
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#else
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return UnityEngine.Input.touchCount;
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#endif
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}
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public static void GetTouch(int index, out int id, out UnityEngine.Vector2 position, out float pressure, out bool set)
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{
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#if ENABLE_INPUT_SYSTEM
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var touch = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches[index];
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id = touch.finger.index;
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position = touch.screenPosition;
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pressure = touch.pressure;
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set =
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touch.phase == UnityEngine.InputSystem.TouchPhase.Began ||
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touch.phase == UnityEngine.InputSystem.TouchPhase.Stationary ||
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touch.phase == UnityEngine.InputSystem.TouchPhase.Moved;
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#else
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var touch = UnityEngine.Input.GetTouch(index);
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id = touch.fingerId;
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position = touch.position;
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pressure = touch.pressure;
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set =
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touch.phase == UnityEngine.TouchPhase.Began ||
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touch.phase == UnityEngine.TouchPhase.Stationary ||
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touch.phase == UnityEngine.TouchPhase.Moved;
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#endif
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}
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public static UnityEngine.Vector2 GetMousePosition()
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{
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#if ENABLE_INPUT_SYSTEM
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return UnityEngine.InputSystem.Mouse.current != null ? UnityEngine.InputSystem.Mouse.current.position.ReadValue() : default(UnityEngine.Vector2);
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#else
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return UnityEngine.Input.mousePosition;
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#endif
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}
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public static bool GetDown(KeyCode oldKey)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.wasPressedThisFrame : false;
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#else
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return UnityEngine.Input.GetKeyDown(oldKey);
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#endif
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}
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public static bool GetPressed(KeyCode oldKey)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.isPressed : false;
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#else
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return UnityEngine.Input.GetKey(oldKey);
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#endif
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}
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public static bool GetUp(KeyCode oldKey)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.wasReleasedThisFrame : false;
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#else
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return UnityEngine.Input.GetKeyUp(oldKey);
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#endif
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}
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public static bool GetMouseDown(int index)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.wasPressedThisFrame : false;
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#else
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return UnityEngine.Input.GetMouseButtonDown(index);
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#endif
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}
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public static bool GetMousePressed(int index)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.isPressed : false;
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#else
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return UnityEngine.Input.GetMouseButton(index);
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#endif
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}
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public static bool GetMouseUp(int index)
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{
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#if ENABLE_INPUT_SYSTEM
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var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.wasReleasedThisFrame : false;
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#else
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return UnityEngine.Input.GetMouseButtonUp(index);
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#endif
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}
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public static float GetMouseWheelDelta()
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{
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#if ENABLE_INPUT_SYSTEM
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return UnityEngine.InputSystem.Mouse.current.scroll != null ? UnityEngine.InputSystem.Mouse.current.scroll.ReadValue().y : 0.0f;
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#else
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return UnityEngine.Input.mouseScrollDelta.y;
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#endif
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}
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public static bool GetMouseExists()
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{
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#if ENABLE_INPUT_SYSTEM
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return UnityEngine.InputSystem.Mouse.current != null;
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#else
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return UnityEngine.Input.mousePresent;
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#endif
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}
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public static bool GetKeyboardExists()
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{
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#if ENABLE_INPUT_SYSTEM
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return UnityEngine.InputSystem.Keyboard.current != null;
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#else
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return true;
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#endif
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}
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}
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}
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