콜백 방식을 자주 까먹어서 기록

namespace TEST
{
using UnityEngine;
using UnityEngine.InputSystem;
public class APPInputManager : MonoBehaviour, AppInputControls.IPlayerContollerActionMapActions
{
private AppInputControls _Inputs;
private void Awake()
{
_Inputs = new AppInputControls();
_Inputs.Enable();
_Inputs.PlayerContollerActionMap.SetCallbacks(this);
}
#region 항상 확인
private void Update()
{
Debug.LogFormat($"<color=green>WASD Key : {_Inputs.PlayerContollerActionMap.WASD_Test.ReadValue<Vector2>()}</color>");
}
#endregion
#region CallBack 방식
void AppInputControls.IPlayerContollerActionMapActions.OnMouse_Left(InputAction.CallbackContext context)
{
if (context.performed) // 버튼이 눌린 순간 이벤트 발생
Debug.LogFormat($"<color=white>마우스 버튼 : {context.performed}</color>");
if (context.canceled) // 버튼을 뗀 순간 이벤트 발생
Debug.LogFormat($"<color=red>마우스 버튼 : {context.performed}</color>");
}
void AppInputControls.IPlayerContollerActionMapActions.OnWASD_Test(InputAction.CallbackContext context)
{
Vector2 movementInput = context.ReadValue<Vector2>();
Debug.LogFormat($"WASD Key : {movementInput}");
}
#endregion
}
}



