using HurricaneVR.Framework.ControllerInput; using HurricaneVR.Framework.Shared; using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerInputsCompoment : HVRPlayerInputs { protected bool EnableMouseLook = false; protected override void UpdateInput() { base.UpdateInput(); if (Input.GetKey(KeyCode.LeftAlt)) { EnableMouseLook = !EnableMouseLook; } } protected override Vector2 GetMouse(out bool mouseDown) { mouseDown = EnableMouseLook; if (EnableMouseLook) { return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); } return Vector2.zero; } protected override bool GetIsJumpActivated() { if (Input.GetKey(KeyCode.Space)) { return true; } return false; } }