Generate C# Classes isn't working correctly anyone know why?

This is very weird since when i delete the C# script everything works but the input actions are completly different for example i changed the sprint key from Control to Shift and it still thinks its Control here is a screenshot of The input action and it clearly shows shift. I’m just confused to why it works without having a C# class generated


Here is the compile errors i get when generating a C# class for it

This is the only way i am interacting with the input system.

using UnityEngine;
using UnityEngine.InputSystem;

public class Controls : MonoBehaviour
{
    private PlayerControl input;
    private Movement movement;
    public GunHandler gunHandler;

    [Header("Axis")]
    public Vector2 movementVector = Vector2.zero;
    public Vector2 lookVector = Vector2.zero;

    [Header("Detection")]
    public bool isInteracting = false;
    public bool isSprinting = false;
    public bool isCrawling = false;
    public bool isAiming = false;

    private void Awake()
    {
        input = new PlayerControl();
        movement = GetComponent<Movement>();

        if (input == null || movement == null)
        {
            Debug.LogError("Input or Movement component is missing.");
        }
    }  

    private void OnEnable()
    {
        input.Enable();
        input.Player.Movement.performed += ctx => movementVector = ctx.ReadValue<Vector2>();
        input.Player.Movement.canceled += _ => movementVector = Vector2.zero;

        input.Player.Crawl.performed += ToggleCrouch;

        input.Player.Look.performed += ctx => lookVector = ctx.ReadValue<Vector2>();
        input.Player.Look.canceled += _ => lookVector = Vector2.zero;

        input.Player.Interact.performed += _ => isInteracting = true;
        input.Player.Interact.canceled += _ => isInteracting = false;

        input.Player.Sprint.performed += _ => isSprinting = true;
        input.Player.Sprint.canceled += _ => isSprinting = false;

        input.Player.Jump.performed += _ => movement.Jump();

        input.Player.Aim.performed += _ => isAiming = true;
        input.Player.Aim.canceled += _ => isAiming = false;

        input.Player.Fire.performed += _ => gunHandler.Fire();
    }

    private void ToggleCrouch(InputAction.CallbackContext value)
    {
        isCrawling = !isCrawling;
    }

    private void OnDisable()
    {
        input.Disable();
    }

    private void OnDestroy()
    {
        input.Dispose();
    }

    // Other methods and properties can be added as needed
}

9546631--1348675--upload_2023-12-24_19-47-16.png

These two should give you the clue that you have duplicated PlayerControl.cs file in your project somewhere.

Ah i see i don’t know how i didn’t notice lol thanks alot man!