so ive made this script:

using UnityEngine;
using Photon.Pun; // Ensure you include this for Photon functionality.
using System.Collections.Generic;
using UnityEngine.XR.Interaction.Toolkit;

public class Backpack : MonoBehaviourPunCallbacks
{
    public Transform triggerArea; // Reference to the trigger area for item collection.
    public Animator animator; // Reference to the Animator component.
    public float dumpAngleThreshold = 30f; // Angle threshold for checking if the backpack is upside down.
    public List<GameObject> collectedItems = new List<GameObject>(); // List for storing collected items.

    // Set the layer mask for the collectible items you want to collect.
    public LayerMask collectibleLayer;

    private bool isOpen = false; // If the backpack is open or closed.

    void Start()
    {
        // Register input events from Easy Inputs.
        EasyInputs.OnInputAction += HandleInputAction;
    }

    void OnDestroy()
    {
        // Unregister input events to avoid memory leaks.
        EasyInputs.OnInputAction -= HandleInputAction;
    }

    private void OnTriggerEnter(Collider other)
    {
        // Check if the object is on the collectible layer.
        if (((1 << other.gameObject.layer) & collectibleLayer) != 0)
        {
            // Collect items only if the backpack is open.
            if (isOpen)
            {
                CollectItem(other.gameObject);
            }
        }
    }

    private void Update()
    {
        // Check if this player is the owner of this backpack.
        if (!photonView.IsMine)
        {
            return; // Exit if not owned by the local player.
        }

        // Check if the backpack is upside down and allow dumping if open.
        if (IsUpsideDown() && isOpen)
        {
            DumpItems();
        }
    }

    private void HandleInputAction(EasyInputs.InputAction action)
    {
        // Check if this player is the owner of this backpack.
        if (!photonView.IsMine) return;

        if (action == EasyInputs.InputAction.Collect) // Adjust according to your action mappings.
        {
            ToggleBackpack();
        }
    }

    private void ToggleBackpack()
    {
        if (isOpen)
        {
            // Play close animation in reverse.
            animator.SetFloat("AnimationSpeed", -1f);
            animator.SetTrigger("Close"); // Assuming you have an Animator Trigger set up.
            isOpen = false;
        }
        else
        {
            // Play open animation.
            animator.SetFloat("AnimationSpeed", 1f);
            animator.SetTrigger("Open"); // Assuming you have an Animator Trigger set up.
            isOpen = true;
        }
    }

    private void CollectItem(GameObject item)
    {
        item.SetActive(false); // Disable the collected object.
        collectedItems.Add(item); // Add the item to the backpack.

        // Set the item as a child of the backpack GameObject.
        item.transform.SetParent(transform);
        Debug.Log("Collected: " + item.name);
    }

    private void DumpItems()
    {
        // Dump collected items from newest to oldest.
        for (int i = collectedItems.Count - 1; i >= 0; i--)
        {
            GameObject item = collectedItems[i];

            // Reset the position and remove from backpack.
            item.transform.SetParent(null);
            item.transform.position = transform.position + Vector3.up * 0.5f; // Adjust position to avoid clipping.
            item.SetActive(true); // Enable the item again.

            Debug.Log("Dumped: " + item.name);
        }

        // Clear the collected items list.
        collectedItems.Clear();
    }

    private bool IsUpsideDown()
    {
        // Check if the backpack is upside down.
        float angle = Vector3.Angle(transform.up, Vector3.down);
        return angle < dumpAngleThreshold;
    }
}

can you make it so it detects the XR Trigger Input insted of the easy inputs system, DO NOT USE THE GRIP TRIGGER USE THE TRIGGER TRIGGER