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update
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using UnityEngine;
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using UIActions = UserInputAction.UIActions;
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namespace _Project.Develop.Runtime.Utils.InputManagement.Inputs
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{
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public class UIInput : InputBase, IUIInput
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{
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public InputState<Vector2> Point { get; }
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public InputState<Vector2> Navigate { get; }
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public InputState<float> Click { get; }
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public InputState<float> RightClick { get; }
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public InputState<float> MiddleClick { get; }
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public InputState<Vector2> ScrollWheel { get; }
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// public InputState<Vector2> DeviceOrientation { get; }
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private readonly UIActions _uiActions;
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public UIInput(UIActions uiActions)
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{
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_uiActions = uiActions;
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Point = Register<Vector2>(_uiActions.Point);
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Navigate = Register<Vector2>(_uiActions.Navigate);
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Click = Register<float>(_uiActions.Click);
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RightClick = Register<float>(_uiActions.RightClick);
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MiddleClick = Register<float>(_uiActions.MiddleClick);
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ScrollWheel = Register<Vector2>(_uiActions.ScrollWheel);
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// DeviceOrientation = Register<Vector2>(_uiActions.TrackedDeviceOrientation);
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}
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public void Initialize()
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{
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Disable();
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}
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public override void Enable()
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{
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base.Enable();
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_uiActions.Enable();
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}
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public override void Disable()
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{
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base.Disable();
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_uiActions.Disable();
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}
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}
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}
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