void HandleInpput() { if (Input.GetKeyDown(KeyCode.Q)) { KeyQ.Execute(anim, true); oldCommands.Add(KeyQ); } else if (Input.GetKeyDown(KeyCode.W)) { KeyW.Execute(anim, true); oldCommands.Add(KeyW); } else if (Input.GetKeyDown(KeyCode.E)) { KeyE.Execute(anim, true); oldCommands.Add(KeyE); } else if (Input.GetKeyDown(KeyCode.UpArrow)) { upArrow.Execute(anim, true); oldCommands.Add(upArrow); } if (Input.GetKeyDown(KeyCode.Space)) { shouldStartReply = true; } if (Input.GetKeyDown(KeyCode.Z)) { UndoLastCommand(); } }
void HandleInput() { //TODO: Break into chunks of actions that can be performed at the same time, ie movmenet actions, attack actions, etc if (Input.GetKeyDown(KeyCode.W)) { KeyW.Execute(Character, KeyW); } if (Input.GetKeyDown(KeyCode.A)) { KeyA.Execute(Character, KeyA); } if (Input.GetKeyDown(KeyCode.S)) { KeyS.Execute(Character, KeyS); } if (Input.GetKeyDown(KeyCode.D)) { KeyD.Execute(Character, KeyD); } //TODO: Ensure the following cant be pressed at the same time as an action else if (Input.GetKeyDown(KeyCode.R)) { KeyR.Execute(Character, KeyR); } else if (Input.GetKeyDown(KeyCode.Z)) { KeyZ.Execute(Character, KeyZ); } else { //No keys pushed //new IdleCommand().Execute(); } /*else if (Input.GetKeyDown(KeyCode.B)) * { * KeyB.Execute(KeyB); * }*/ }