private void HandleCharacterInput()
        {
            PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();

            // Build the CharacterInputs struct
            characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
            characterInputs.MoveAxisRight   = Input.GetAxisRaw(HorizontalInput);
            characterInputs.CameraRotation  = CharacterCamera.Transform.rotation;
            characterInputs.JumpDown        = Input.GetKeyDown(KeyCode.Space);
            characterInputs.CrouchDown      = Input.GetKey(KeyCode.LeftControl);
            characterInputs.CrouchUp        = Input.GetKeyUp(KeyCode.LeftControl);
            characterInputs.RunStart        = Input.GetKeyDown(KeyCode.LeftShift);
            characterInputs.RunStop         = Input.GetKeyUp(KeyCode.LeftShift);
            characterInputs.SwordSwing      = Input.GetMouseButtonDown(0);
            characterInputs.Interact        = Input.GetKeyDown(KeyCode.E);

            // Apply inputs to character
            Character.SetInputs(ref characterInputs);
        }
        /// <summary>
        /// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
        /// </summary>
        public void SetInputs(ref PlayerCharacterInputs inputs)
        {
            // Clamp input
            Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);

            // Calculate camera direction and rotation on the character plane
            Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;

            if (cameraPlanarDirection.sqrMagnitude == 0f)
            {
                cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
            }
            Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);

            // Move and look inputs
            _moveInputVector = cameraPlanarRotation * moveInputVector;

            switch (OrientationMethod)
            {
            case OrientationMethod.TowardsCamera:
                _lookInputVector = cameraPlanarDirection;
                break;

            case OrientationMethod.TowardsMovement:
                _lookInputVector = _moveInputVector.normalized;
                break;
            }

            switch (CurrentCharacterState)
            {
            case CharacterState.Default:
            {
                // Jumping input
                if (inputs.JumpDown)
                {
                    _timeSinceJumpRequested = 0f;
                    _jumpRequested          = true;
                }

                // Crouching input
                if (inputs.CrouchDown)
                {
                    _shouldBeCrouching = true;

                    if (!_isCrouching.value)
                    {
                        _isCrouching.value = true;
                        TransitionToState(CharacterState.Crouched);
                        Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f);
                        MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
                    }
                }

                if (inputs.RunStart && Motor.GroundingStatus.IsStableOnGround)
                {
                    TransitionToState(CharacterState.Running);
                }

                break;
            }

            case CharacterState.Crouched:
            {
                if (inputs.CrouchUp)
                {
                    _shouldBeCrouching = false;
                }
                break;
            }

            case CharacterState.Running:
            {
                if (inputs.RunStop)
                {
                    TransitionToState(CharacterState.Default);
                }
                break;
            }
            }
        }