using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif namespace AllIn1SpriteShader { public static class AllIn1InputSystem { #if ENABLE_INPUT_SYSTEM public static bool GetKeyDown(KeyCode keyCode) { Key key = InputKeyConverter.GetKeyFromKeycode(keyCode); bool res = Keyboard.current[key].wasPressedThisFrame; return res; } public static bool GetKey(KeyCode keyCode) { Key key = InputKeyConverter.GetKeyFromKeycode(keyCode); bool res = Keyboard.current[key].isPressed; return res; } public static float GetMouseXAxis() { Vector2 delta = Mouse.current.delta.ReadValue(); float res = delta.x * 0.1f; return res; } public static float GetMouseYAxis() { Vector2 delta = Mouse.current.delta.ReadValue(); float res = delta.y * 0.1f; return res; } public static float GetMouseScroll() { Vector2 scrollValue = Mouse.current.scroll.ReadValue(); float res = scrollValue.y * 0.1f; return res; } #elif ENABLE_LEGACY_INPUT_MANAGER public static bool GetKeyDown(KeyCode keyCode) { bool res = Input.GetKeyDown(keyCode); return res; } public static bool GetKey(KeyCode keyCode) { bool res = Input.GetKey(keyCode); return res; } public static float GetMouseXAxis() { float res = Input.GetAxis("Mouse X"); return res; } public static float GetMouseYAxis() { float res = Input.GetAxis("Mouse Y"); return res; } public static float GetMouseScroll() { float res = Input.GetAxis("Mouse ScrollWheel"); return res; } #endif } }