using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; using BITKit.UniversalInputSystem; namespace BITKit.Entities { public class EntityInputComponent : EntityComponent, BITController.IGameplayActions { public virtual void OnMovement(InputAction.CallbackContext context) { } public virtual void OnView(InputAction.CallbackContext context) { } public virtual void OnJump(InputAction.CallbackContext context) { } public virtual void OnCrouch(InputAction.CallbackContext context) { } public virtual void OnHoldCrouch(InputAction.CallbackContext context) { } public virtual void OnFire(InputAction.CallbackContext context) { } public virtual void OnAim(InputAction.CallbackContext context) { } public virtual void OnInteractive(InputAction.CallbackContext context) { } public virtual void OnAbility(InputAction.CallbackContext context) { } public virtual void OnMelee(InputAction.CallbackContext context) { } public virtual void OnRun(InputAction.CallbackContext context) { } public virtual void OnRunHold(InputAction.CallbackContext context) { } public virtual void OnReload(InputAction.CallbackContext context) { } public virtual void OnPrimary(InputAction.CallbackContext context) { } public virtual void OnSecondary(InputAction.CallbackContext context) { } public virtual void OnTertiary(InputAction.CallbackContext context) { } public virtual void OnQuaternary(InputAction.CallbackContext context) { } public virtual void OnQuinary(InputAction.CallbackContext context) { } public virtual void OnSenary(InputAction.CallbackContext context) { } public virtual void OnSeptenary(InputAction.CallbackContext context) { } public virtual void OnOctonary(InputAction.CallbackContext context) { } public virtual void OnNonary(InputAction.CallbackContext context) { } public virtual void OnDenary(InputAction.CallbackContext context) { } } }