using UnityEngine; public class KeyBinding : IBinding { private KeyCode keyBinding; private KeyCode alternativeKeyBinding; public bool IsPressed => Input.GetKeyDown(keyBinding) || Input.GetKeyDown(alternativeKeyBinding); public bool IsReleased => Input.GetKeyUp(keyBinding) || Input.GetKeyUp(alternativeKeyBinding); public KeyBinding(KeyCode key,KeyCode alternative = KeyCode.None) { keyBinding = key; alternativeKeyBinding = alternative; } public void UpdateBinding(KeyCode key) { keyBinding = key; } public void UpdateAlternativeBinding(KeyCode key) { keyBinding = key; } }