using XCEngine; namespace Gameplay { public sealed class InputProbe : MonoBehaviour { public int UpdateCount; public bool ObservedKeyA; public bool ObservedKeyADown; public bool ObservedKeyAUp; public bool ObservedKeySpace; public bool ObservedJump; public bool ObservedJumpDown; public bool ObservedJumpUp; public bool ObservedFire1; public bool ObservedFire1Down; public bool ObservedFire1Up; public bool ObservedAnyKey; public bool ObservedAnyKeyDown; public bool ObservedLeftMouse; public bool ObservedLeftMouseDown; public bool ObservedLeftMouseUp; public float ObservedHorizontal; public float ObservedHorizontalRaw; public Vector3 ObservedMousePosition; public Vector2 ObservedMouseScrollDelta; public void Update() { UpdateCount += 1; ObservedKeyA = Input.GetKey(KeyCode.A); ObservedKeyADown = Input.GetKeyDown(KeyCode.A); ObservedKeyAUp = Input.GetKeyUp(KeyCode.A); ObservedKeySpace = Input.GetKey(KeyCode.Space); ObservedJump = Input.GetButton("Jump"); ObservedJumpDown = Input.GetButtonDown("Jump"); ObservedJumpUp = Input.GetButtonUp("Jump"); ObservedFire1 = Input.GetButton("Fire1"); ObservedFire1Down = Input.GetButtonDown("Fire1"); ObservedFire1Up = Input.GetButtonUp("Fire1"); ObservedAnyKey = Input.anyKey; ObservedAnyKeyDown = Input.anyKeyDown; ObservedLeftMouse = Input.GetMouseButton(0); ObservedLeftMouseDown = Input.GetMouseButtonDown(0); ObservedLeftMouseUp = Input.GetMouseButtonUp(0); ObservedHorizontal = Input.GetAxis("Horizontal"); ObservedHorizontalRaw = Input.GetAxisRaw("Horizontal"); ObservedMousePosition = Input.mousePosition; ObservedMouseScrollDelta = Input.mouseScrollDelta; } } }