Swapping input systems and using a class called InputData to store player's input
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25
Assets/Scripts/Game/Defines.cs
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25
Assets/Scripts/Game/Defines.cs
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using UnityEngine;
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public class Defines
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{
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public class Input
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{
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public const int kLeftMouseButton = 0;
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public const int kRightMouseButton = 1;
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public const int kMiddleMouseButton = 2;
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public const float kShortClickDelay = 0.25f;
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public const float kShortClickCancelMinMouseMovement = 10.0f;
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public const float kHeldClickDelay = 0.3f;
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public const KeyCode rotateLeftKey = KeyCode.R;
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public const KeyCode rotateRightKey = KeyCode.T;
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public const KeyCode kCancelKeyCode = KeyCode.Escape;
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public const CursorLockMode kDefaultCursorLockMode = CursorLockMode.Confined;
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public const float kMouseRotationDistance = 100.0f;
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public const float kDoubleClickThreshold = 0.5f;
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}
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}
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