private void InitInputs() { PlayerInput.Gameplay.Move.performed += context => playerController.moveDirection = context.ReadValue <Vector2>(); PlayerInput.Gameplay.Move.canceled += context => playerController.moveDirection = context.ReadValue <Vector2>(); PlayerInput.Gameplay.MousePosition.performed += context => playerController.mousePosition = context.ReadValue <Vector2>(); PlayerInput.Gameplay.MousePosition.canceled += context => playerController.mousePosition = context.ReadValue <Vector2>(); PlayerInput.Gameplay.Attack.started += context => playerCombat.StartAttackCmd(); PlayerInput.Gameplay.Attack.performed += context => playerCombat.PerformAttackCmd(); PlayerInput.Gameplay.Attack.canceled += context => playerCombat.CancelAttackCmd(); #if UNITY_EDITOR PlayerInput.Gameplay.Block.performed += context => playerCombat.BlockCmd(true); PlayerInput.Gameplay.Block.canceled += context => playerCombat.BlockCmd(false); // PlayerInput.Gameplay.Block.performed += context => playerCombat.BlockCmd(block = !block); #else PlayerInput.Gameplay.Block.performed += context => playerCombat.BlockCmd(true); PlayerInput.Gameplay.Block.canceled += context => playerCombat.BlockCmd(false); #endif }