Imported basic unity packages yeehaw
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89
Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs
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89
Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
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using UnityEngine.InputSystem;
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#endif
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namespace StarterAssets
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{
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public class StarterAssetsInputs : MonoBehaviour
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{
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[Header("Character Input Values")]
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public Vector2 move;
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public Vector2 look;
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public bool jump;
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public bool sprint;
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[Header("Movement Settings")]
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public bool analogMovement;
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#if !UNITY_IOS || !UNITY_ANDROID
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[Header("Mouse Cursor Settings")]
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public bool cursorLocked = true;
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public bool cursorInputForLook = true;
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#endif
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#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
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public void OnMove(InputValue value)
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{
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MoveInput(value.Get<Vector2>());
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}
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public void OnLook(InputValue value)
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{
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if(cursorInputForLook)
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{
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LookInput(value.Get<Vector2>());
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}
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}
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public void OnJump(InputValue value)
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{
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JumpInput(value.isPressed);
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}
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public void OnSprint(InputValue value)
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{
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SprintInput(value.isPressed);
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}
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#else
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// old input sys if we do decide to have it (most likely wont)...
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#endif
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public void MoveInput(Vector2 newMoveDirection)
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{
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move = newMoveDirection;
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}
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public void LookInput(Vector2 newLookDirection)
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{
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look = newLookDirection;
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}
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public void JumpInput(bool newJumpState)
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{
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jump = newJumpState;
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}
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public void SprintInput(bool newSprintState)
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{
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sprint = newSprintState;
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}
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#if !UNITY_IOS || !UNITY_ANDROID
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private void OnApplicationFocus(bool hasFocus)
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{
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SetCursorState(cursorLocked);
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}
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private void SetCursorState(bool newState)
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{
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Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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}
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#endif
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}
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}
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