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;
}
}