using UnityEngine;
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namespace Core.Input
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{
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/// <summary>
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/// Class to track information about an active pointer input
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/// </summary>
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public class PointerActionInfo : PointerInfo
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{
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/// <summary>
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/// Position where the input started
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/// </summary>
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public Vector2 startPosition;
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/// <summary>
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/// Flick velocity is a moving average of deltas
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/// </summary>
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public Vector2 flickVelocity;
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/// <summary>
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/// Total movement for this pointer, since being held down
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/// </summary>
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public float totalMovement;
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/// <summary>
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/// Time hold started
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/// </summary>
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public float startTime;
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/// <summary>
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/// Has this input been dragged?
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/// </summary>
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public bool isDrag;
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/// <summary>
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/// Is this input holding?
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/// </summary>
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public bool isHold;
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/// <summary>
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/// Was this input previously holding, then dragged?
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/// </summary>
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public bool wasHold;
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}
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}
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