using System; using UnityEngine; using UnityEngine.EventSystems; public class BaseInput2 : BaseInput { public override bool GetMouseButtonDown(int button) { return NInput.GetMouseButtonDown(button); } public override bool GetMouseButtonUp(int button) { return NInput.GetMouseButtonUp(button); } public override bool GetMouseButton(int button) { return NInput.GetMouseButton(button); } public override Vector2 mousePosition { get { if (GameMain.Instance != null && GameMain.Instance.OvrMgr != null && GameMain.Instance.OvrMgr.SystemUICamera) { return GameMain.Instance.OvrMgr.SystemUICamera.GetOvrVirtualMouseCurrentSidePos(); } return Input.mousePosition; } } public override Vector2 mouseScrollDelta { get { return new Vector2(0f, NInput.GetAxis("Mouse ScrollWheel") * 10f); } } public override bool touchSupported { get { return false; } } public override int touchCount { get { return 0; } } public override float GetAxisRaw(string axisName) { if (axisName == "Vertical" || axisName == "Horizontal") { return 0f; } return NInput.GetAxis(axisName); } }