use new input system
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityGameFramework.Runtime;
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@@ -39,7 +40,7 @@ namespace GeometryTD.UI
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[SerializeField] private float _sideGap = 16f;
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[SerializeField] private float _anchorItemWidth = 0f;
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private readonly List<GameObject> _runtimeTagItems = new List<GameObject>();
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private ItemDescFormContext _context;
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@@ -78,7 +79,7 @@ namespace GeometryTD.UI
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{
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base.OnOpen(userData);
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_isOpened = true;
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if (!(userData is ItemDescFormContext context))
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{
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Log.Error("ItemDescFormContext is invalid.");
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@@ -360,24 +361,27 @@ namespace GeometryTD.UI
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private static bool TryGetPointerDownScreenPosition(out Vector2 screenPoint)
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{
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if (Input.touchCount > 0)
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Touchscreen touchscreen = Touchscreen.current;
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if (touchscreen != null)
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{
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for (int i = 0; i < Input.touchCount; i++)
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var touches = touchscreen.touches;
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for (int i = 0; i < touches.Count; i++)
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{
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Touch touch = Input.GetTouch(i);
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if (touch.phase != TouchPhase.Began)
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var touch = touches[i];
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if (!touch.press.wasPressedThisFrame)
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{
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continue;
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}
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screenPoint = touch.position;
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screenPoint = touch.position.ReadValue();
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return true;
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}
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}
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if (Input.GetMouseButtonDown(0))
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Mouse mouse = Mouse.current;
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if (mouse != null && mouse.leftButton.wasPressedThisFrame)
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{
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screenPoint = Input.mousePosition;
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screenPoint = mouse.position.ReadValue();
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return true;
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}
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