How to detect pressed button with New Input System?

I copy this input manager script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;

namespace Game.Manager
{
    public class InputManager : MonoBehaviour
    {
        [SerializeField] PlayerInput playerInput;

        public Vector2 Move { get; private set;}
        public Vector2 Look { get; private set;}
        public bool Run { get; private set;}
        public bool Jump { get; private set;}
        public bool Fire { get; private set;}

        InputActionMap currentMap;
        InputAction moveAction;
        InputAction lookAction;
        InputAction runAction;
        InputAction jumpAction;
        InputAction fireAction;

        private void Awake()
        {
            currentMap = playerInput.currentActionMap;
            moveAction = currentMap.FindAction("Move");
            lookAction = currentMap.FindAction("Look");
            runAction = currentMap.FindAction("Run");
            jumpAction = currentMap.FindAction("Jump");
            fireAction = currentMap.FindAction("Fire");

            moveAction.performed += onMove;
            lookAction.performed += onLook;
            runAction.performed += onRun;
            jumpAction.performed += onJump;
            fireAction.performed += onFire;

            moveAction.canceled += onMove;
            lookAction.canceled += onLook;
            runAction.canceled += onRun;
            jumpAction.canceled += onJump;
            fireAction.canceled += onFire;
        }

        private void onMove(InputAction.CallbackContext context)
        {
            Move = context.ReadValue<Vector2>();
        }
        
        private void onLook(InputAction.CallbackContext context)
        {
            Look = context.ReadValue<Vector2>();
        }
        
        private void onRun(InputAction.CallbackContext context)
        {
            Run = context.ReadValueAsButton();
        }
        
        private void onJump(InputAction.CallbackContext context)
        {
            Jump = context.ReadValueAsButton();
        }
        
        private void onFire(InputAction.CallbackContext context)
        {
            Fire = context.ReadValueAsButton();
        }

        private void OnEnable()
        {
            currentMap.Enable();
        }
        
        private void OnDisable()
        {
            currentMap.Disable();
        }
    }
}

but i can’t detect if fire button is pressed.

This is the Gun script where i want to use fire button:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Game.Manager;

public class GunScript : MonoBehaviour
{
    InputManager inputManager;
    [SerializeField] Camera playerCamera;
    [SerializeField] float maxDistance;
    // Start is called before the first frame update
    void Start()
    {
        inputManager = GetComponent<InputManager>();
    }

    // Update is called once per frame
    void Update()
    {
        RaycastHit hit;
        if (inputManager.Fire)
        {
            if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, maxDistance))
            {
                Debug.Log("Shoot");
                if (hit.transform.CompareTag("Enemy"))
                {
                    Debug.Log("Enemy hit");
                }
            }
        }
    }
}

Console and VS don’t give me any errors but the first if statement doesn’t work at all.
I checked if there was something wrong on Input Action Asset but it is all correct.

try ‘context.pressed;’