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diff --git a/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleController_UsingState.cs b/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleController_UsingState.cs
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+++ b/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleController_UsingState.cs
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+using UnityEngine.InputSystem;
+using UnityEngine;
+
+// Using state of gamepad device directly.
+public class SimpleController_UsingState : MonoBehaviour
+{
+ public float moveSpeed;
+ public float rotateSpeed;
+ public GameObject projectile;
+
+ private Vector2 m_Rotation;
+ private bool m_Firing;
+ private float m_FireCooldown;
+
+ public void Update()
+ {
+ var gamepad = Gamepad.current;
+ if (gamepad == null)
+ return;
+
+ var leftStick = gamepad.leftStick.ReadValue();
+ var rightStick = gamepad.rightStick.ReadValue();
+
+ Look(rightStick);
+ Move(leftStick);
+
+ if (gamepad.buttonSouth.wasPressedThisFrame)
+ {
+ m_Firing = true;
+ m_FireCooldown = 0;
+ }
+ else if (gamepad.buttonSouth.wasReleasedThisFrame)
+ {
+ m_Firing = false;
+ }
+
+ if (m_Firing && m_FireCooldown < Time.time)
+ {
+ Fire();
+ m_FireCooldown = Time.time + 0.1f;
+ }
+ }
+
+ private void Move(Vector2 direction)
+ {
+ if (direction.sqrMagnitude < 0.01)
+ return;
+ var scaledMoveSpeed = moveSpeed * Time.deltaTime;
+ // For simplicity's sake, we just keep movement in a single plane here. Rotate
+ // direction according to world Y rotation of player.
+ var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
+ transform.position += move * scaledMoveSpeed;
+ }
+
+ private void Look(Vector2 rotate)
+ {
+ if (rotate.sqrMagnitude < 0.01)
+ return;
+ var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
+ m_Rotation.y += rotate.x * scaledRotateSpeed;
+ m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
+ transform.localEulerAngles = m_Rotation;
+ }
+
+ private void Fire()
+ {
+ var transform = this.transform;
+ var newProjectile = Instantiate(projectile);
+ newProjectile.transform.position = transform.position + transform.forward * 0.6f;
+ newProjectile.transform.rotation = transform.rotation;
+ const int size = 1;
+ newProjectile.transform.localScale *= size;
+ newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
+ newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
+ newProjectile.GetComponent<MeshRenderer>().material.color =
+ new Color(Random.value, Random.value, Random.value, 1.0f);
+ }
+}