With PlayerInput, how can I listen to a C# events with only one callback?

Hello,

I like the way it is possible to listen to PlayerInput events using UnityEvents, like this :

// OnMove will be added to UnityEvents in the inspector
public void OnMove(InputAction.CallbackContext ctx) 
{
    // Code for any OnMove callback

    // Code for specific phase
    if (context.phase == InputActionPhase.Canceled) { }      
    if (context.phase == InputActionPhase.Started) { }
    if (context.phase == InputActionPhase.Performed) { }
} 

However, I need for my project to read it with C# events. But with C# events, I can only subscribe to individual InputActionPhase events :

public void ConfigurePlayerInputReceiver()
{
    InputAction moveInputAction = playerInput.currentActionMap.FindAction("Move");
            
    moveInputAction.canceled += OnMoveCanceled;
    moveInputAction.started += OnMoveStarted;
    moveInputAction.performed += OnMovePerformed;
}

private void OnMoveCanceled(InputAction.CallbackContext ctx) { // Code for any OnMove callback}
private void OnMoveStarted(InputAction.CallbackContext ctx) { // Code for any OnMove callback }
private void OnMovePerformed(InputAction.CallbackContext ctx) { // Code for any OnMove callback }

I need to write 3 time the same code for any OnMove callback. Is there a way I can subscribe with c# event like moveInputAction.anyCallbackContext += Listen ?