New Input System code. Will it break and is there a better way of doing this?

I’m working on a mouse/gamepad camera movement script but I want the mouse look to only work when right clicking. I managed to do a work around, but I’m not sure if this will break after build or not. If so, is there a better way of doing this? I’m mostly just worried about the camInputType string.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class InputManager : MonoBehaviour
{
    PlayerControls playerControls;
    AnimatorManager animatorManager;

    public Vector2 movementInput;
    public Vector2 cameraInput;

    public float cameraInputX;
    public float cameraInputY;

    public float moveAmount;
    public float verticalInput;
    public float horizontalInput;

    public bool sprint_Input;
    public bool mouseCam_Input;
    public string camInputType;


    private void Awake()
    {
        animatorManager = GetComponent<AnimatorManager>();
    }

    private void OnEnable()
    {
        if (playerControls == null)
        {
            playerControls = new PlayerControls();

            playerControls.PlayerMovement.Movement.performed += i => movementInput = i.ReadValue<Vector2>();
            playerControls.PlayerMovement.Camera.performed += i => cameraInput = i.ReadValue<Vector2>();
            playerControls.PlayerMovement.Camera.performed += ctx => camInputType = ctx.control.ToString();

            playerControls.PlayerActions.MouseCam.performed += i => mouseCam_Input = true;
            playerControls.PlayerActions.MouseCam.canceled += i => mouseCam_Input = false;

            playerControls.PlayerActions.Sprint.performed += i => sprint_Input = true;
            playerControls.PlayerActions.Sprint.canceled += i => sprint_Input = false;
        }

        playerControls.Enable();
    }

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

    public void HandleAllInputs()
    {
        HandleMovementInput();
    }

    private void HandleMovementInput()
    {
        verticalInput = movementInput.y;
        horizontalInput = movementInput.x;

        if (camInputType != "Vector2:/Mouse/delta" || mouseCam_Input == true)
        {
            cameraInputY = cameraInput.y;
            cameraInputX = cameraInput.x;
        }
        moveAmount = Mathf.Clamp01(Mathf.Abs(horizontalInput) + Mathf.Abs(verticalInput));
        animatorManager.UpdateAnimatorValues(0, moveAmount);
    }
}

Never mind. If a mod were to delete this, I’d be ok with that. Insomnia leads to some dumb ideas. IE: I figured out a better way.