using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif namespace Beautify.Demos { public static class InputProxy { public static bool GetKeyDown(KeyCode keyCode) { #if ENABLE_INPUT_SYSTEM Keyboard keyboard = Keyboard.current; if (keyboard == null) return false; switch (keyCode) { case KeyCode.J: return keyboard.jKey.wasPressedThisFrame; case KeyCode.T: return keyboard.tKey.wasPressedThisFrame; case KeyCode.B: return keyboard.bKey.wasPressedThisFrame; case KeyCode.C: return keyboard.cKey.wasPressedThisFrame; case KeyCode.N: return keyboard.nKey.wasPressedThisFrame; case KeyCode.F: return keyboard.fKey.wasPressedThisFrame; case KeyCode.Alpha1: return keyboard.digit1Key.wasPressedThisFrame; case KeyCode.Alpha2: return keyboard.digit2Key.wasPressedThisFrame; case KeyCode.Alpha3: return keyboard.digit3Key.wasPressedThisFrame; case KeyCode.Alpha4: return keyboard.digit4Key.wasPressedThisFrame; case KeyCode.Alpha5: return keyboard.digit5Key.wasPressedThisFrame; case KeyCode.Alpha6: return keyboard.digit6Key.wasPressedThisFrame; case KeyCode.Alpha7: return keyboard.digit7Key.wasPressedThisFrame; case KeyCode.Alpha8: return keyboard.digit8Key.wasPressedThisFrame; case KeyCode.Alpha9: return keyboard.digit9Key.wasPressedThisFrame; case KeyCode.Alpha0: return keyboard.digit0Key.wasPressedThisFrame; } return false; #elif ENABLE_LEGACY_INPUT_MANAGER return UnityEngine.Input.GetKeyDown(keyCode); #else return false; #endif } public static bool GetMouseButtonDown(int button) { #if ENABLE_INPUT_SYSTEM Mouse mouse = Mouse.current; if (mouse == null) return false; switch (button) { case 0: return mouse.leftButton.wasPressedThisFrame; case 1: return mouse.rightButton.wasPressedThisFrame; case 2: return mouse.middleButton.wasPressedThisFrame; default: return false; } #elif ENABLE_LEGACY_INPUT_MANAGER return UnityEngine.Input.GetMouseButtonDown(button); #else return false; #endif } } }