using UnityEngine; namespace WPM { /// /// This class provides an input layer that can be replaced or overriden to provide other kind of input systems /// public class DefaultInputSystem : IInputProxy { public virtual Vector3 mousePosition { get { return Input.mousePosition; } } public virtual bool touchSupported { get { return Input.touchSupported; } } public virtual int touchCount { get { return Input.touchCount; } } public virtual Touch[] touches { get { return Input.touches; } } public virtual LocationService location { get { return Input.location; } } public virtual float GetAxis(string axisName) { return Input.GetAxis(axisName); } public virtual bool GetButtonDown(string buttonName) { return Input.GetButtonDown(buttonName); } public virtual bool GetButtonUp(string buttonName) { return Input.GetButtonUp(buttonName); } public virtual bool GetKey(string name) { return Input.GetKey(name); } public virtual bool GetKey(KeyCode keyCode) { return Input.GetKey(keyCode); } public virtual bool GetKeyDown(KeyCode keyCode) { return Input.GetKeyDown(keyCode); } public virtual bool GetMouseButton(int buttonIndex) { return Input.GetMouseButton(buttonIndex); } public virtual bool GetMouseButtonDown(int buttonIndex) { return Input.GetMouseButtonDown(buttonIndex); } public virtual bool GetMouseButtonUp(int buttonIndex) { return Input.GetMouseButtonUp(buttonIndex); } public virtual Touch GetTouch(int index) { return Input.GetTouch(index); } } }