void InputDelegation() { //"GetAxisRaw("Horizontal")" returns values between -1 and 1 for either the AD keys or arrow keys // Same with "GetAxisVertical if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) { float horizontal_movement = 0f, forward_movement = 0f; if (Input.GetAxisRaw("Horizontal") > 0) { horizontal_movement = -1; } else if (Input.GetAxisRaw("Horizontal") < 0) { horizontal_movement = 1; } else if (Input.GetAxisRaw("Horizontal") == 0) { // playerMovementScript.resetForward(); } if (Input.GetAxisRaw("Vertical") > 0) { forward_movement = -1; } else if (Input.GetAxisRaw("Vertical") < 0) { forward_movement = 1; } else if (Input.GetAxisRaw("Vertical") == 0) { //playerMovementScript.resetForward(); } playerMovementScript.MoveCharacter(horizontal_movement, forward_movement); cameraBehavior.MoveCamera(); } if (Input.GetKey(KeyCode.Q)) { cameraBehavior.RotateCamera_Left(); } else if (Input.GetKey(KeyCode.E)) { cameraBehavior.RotateCamera_Right(); } else { cameraBehavior.ResetCamera_OriginalAngle(); } if (Input.GetKey(KeyCode.Space)) { playerMovementScript.Stabilize(); } else if (Input.GetKey(KeyCode.F)) { if (touchedTriggers.Count == 1) { // Check character it is attached to // pass character name to FriendshipManager } } else { // This is then where we would add in other checks such as a key code for // opening dialogue, or inventory, or what have you } }