public override void ProcessInput(PlayerController.InputState input, float value)
        {
            base.ProcessInput(input, value);
            switch (input)
            {
            case PlayerController.InputState.MoveRelease:
                hasPressed = false;
                break;

            case PlayerController.InputState.Roll:
                if (!hasPressed)
                {
                    Context.rollDir = value;
                    TransitionTo <TechRollStartup>();
                }
                break;

            case PlayerController.InputState.GetUp:
                if (!hasPressed)
                {
                    TransitionTo <TechUp>();
                }
                break;
            }
        }
        public override void ProcessInput(PlayerController.InputState input, float value)
        {
            base.ProcessInput(input, value);
            switch (input)
            {
            case PlayerController.InputState.Walk:
                EventManager.Instance.Fire(new TranslatePos(value, Context.MoveSpeed * Context.stopTime, Context.PlayerIndex));
                break;

            case PlayerController.InputState.EndWalk:
                TransitionTo <Idle>();
                break;

            case PlayerController.InputState.Strike:
                TransitionTo <StrikeStartup>();
                break;

            case PlayerController.InputState.Grab:
                TransitionTo <GrabStartup>();
                break;

            case PlayerController.InputState.Block:
                TransitionTo <BlockStartup>();
                break;
            }
        }
 public override void ProcessInput(PlayerController.InputState input, float value)
 {
     base.ProcessInput(input, value);
     switch (input)
     {
     case PlayerController.InputState.EndBlock:
         Context.isBlocking = false;
         break;
     }
 }
 public override void ProcessInput(PlayerController.InputState input, float value)
 {
     base.ProcessInput(input, value);
     switch (input)
     {
     case PlayerController.InputState.Confirm:
         EventManager.Instance.Fire(new Rematch());
         break;
     }
 }
        public override void ProcessInput(PlayerController.InputState input, float value)
        {
            base.ProcessInput(input, value);
            switch (input)
            {
            case PlayerController.InputState.Roll:
                Context.rollDir = value;
                TransitionTo <RollStartup>();
                break;

            case PlayerController.InputState.GetUp:
                TransitionTo <GetUp>();
                break;
            }
        }
        public override void ProcessInput(PlayerController.InputState input, float value)
        {
            base.ProcessInput(input, value);
            switch (input)
            {
            case PlayerController.InputState.Strike:
                bufferState = input;
                break;

            case PlayerController.InputState.Grab:
                bufferState = input;
                break;

            case PlayerController.InputState.Block:
                bufferState = input;
                break;
            }
        }
 public ProcessInput(PlayerController.InputState newInput, float value, int playerIndex)
 {
     NewInput    = newInput;
     Value       = value;
     PlayerIndex = playerIndex;
 }
 public ProcessInput(PlayerController.InputState newInput, int playerIndex)
 {
     NewInput    = newInput;
     PlayerIndex = playerIndex;
 }
 //Process our input with optional value
 public virtual void ProcessInput(PlayerController.InputState input, float value)
 {
 }