How do I make my player dash using Unity's new Input System in an Update function?

Hello, I am trying to u make my player dash using Unity’s new input System but I can’t find a way to do it :frowning:

private void Awake()
    {
        controls = new PlayerControlls();
        controls.GamePlay.Up.performed += dash => ???;
    }

 private void Update()
    {
            // Dash
            if (??? && currentDash < 0)
            {
                anim.SetFloat("Velocity", 0);
                currentDash = DashTime;
                anim.SetBool("Dashing", true);
            }
            else if (currentDash >= 0)
            {
                anim.SetFloat("Velocity", 0);

                //Dash Damage
                Collider2D[] swing = Physics2D.OverlapCircleAll(attackPoint.position, AttackRange, enemyLayers);

                foreach (Collider2D stab in swing)
                {
                    if (!hitEnemies.Contains(stab))
                    {
                        hitEnemies.Add(stab);

                        if (stab.GetComponent<MaskedOrc>() != null)
                            stab.GetComponent<MaskedOrc>().TakeDamage(Damage);
                    }
                }

                currentDash -= Time.deltaTime;
            }
            else
            {
                hitEnemies.Clear();
                anim.SetBool("Dashing", false);
                rb.velocity = Vector2.zero;
            }
    }

private void FixedUpdate()
    {
        if (currentDash >= 0)
        {
            switch (dashDir)
            {
                case 1:
                    rb.velocity = new Vector2(-DashPower * Time.fixedDeltaTime, 0);
                    break;
                case 2:
                    rb.velocity = new Vector2(DashPower * Time.fixedDeltaTime, 0);
                    break;
            }
        }
    }

controls = new PlayerControlls();

I don’t know how to solve your main problem, but this appears to be misspelled, which will definitely give you errors