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