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Assets/Scripts/Systems/Player/PlayerActionMapSystem.cs
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38
Assets/Scripts/Systems/Player/PlayerActionMapSystem.cs
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using Unity.Entities;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using Zenject;
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namespace DefaultNamespace
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{
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public class PlayerActionMapSystem : InjectableComponentSystem
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{
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[Inject] private EventSystem eventSystem;
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protected override void OnSystemUpdate()
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{
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Entities.ForEach(
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(ref PlayerInput input) =>
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{
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input.HorizontalInput = Input.GetAxis("Horizontal");
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input.Attacking = Input.GetButton("Fire1");
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input.AttackPressed = Input.GetButtonDown("Fire1");
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input.Pickup = Input.GetButtonDown("PickUp");
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input.ScrollInput = Mathf.RoundToInt(Mathf.Sign(Input.GetAxis("Mouse ScrollWheel"))) *
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Mathf.CeilToInt(Mathf.Abs(Input.GetAxis("Mouse ScrollWheel")));
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input.Jump = Input.GetButton("Jump");
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input.JumpPressed = Input.GetButtonDown("Jump");
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input.Reload = Input.GetButtonDown("Reload");
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input.UseItem = Input.GetButtonDown("UseItem");
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input.OverUi = eventSystem.IsPointerOverGameObject();
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input.Melee = Input.GetButtonDown("Melee");
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input.Grenade = Input.GetButtonDown("Grenade");
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input.Drag = Input.GetMouseButton(0);
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input.Heal = Input.GetButtonDown("Heal");
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input.Run = Input.GetButton("Run");
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input.Vault = Input.GetButtonDown("Vault");
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});
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}
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}
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}
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