public void OnInput(string name, InputValue inputValue) { switch (name) { case "Alt": if (inputValue.Get <float>() > 0.5) { roleAction.AltBegin(); } else { roleAction.AltEnd(); } break; case "Move": Vector2 vector2 = inputValue.Get <Vector2>(); roleAction.MoveBy(vector2); break; case "WalkCut": if (inputValue.Get <float>() > 0.5) { roleAction.WalkCutBegin(); } else { roleAction.WalkCutEnd(); } break; case "Action1": if (inputValue.Get <float>() > 0.5) { roleAction.Action1Begin(); } else { roleAction.Action1End(); } break; case "Action2": if (inputValue.Get <float>() > 0.5f) { roleAction.Action2Begin(); } else { roleAction.Action2End(); } break; case "Action3": if (inputValue.Get <float>() > 0.5f) { roleAction.Action3Begin(); } else { roleAction.Action3End(); } break; case "Action4": if (inputValue.Get <float>() > 0.5f) { roleAction.Action4Begin(); } else { roleAction.Action4End(); } break; case "Action5": if (inputValue.Get <float>() > 0.5f) { roleAction.Action5Begin(); } else { roleAction.Action5End(); } break; case "Action6": if (inputValue.Get <float>() > 0.5f) { roleAction.Action6Begin(); } else { roleAction.Action6End(); } break; case "Action7": if (inputValue.Get <float>() > 0.5f) { roleAction.Action7Begin(); } else { roleAction.Action7End(); } break; case "Action8": if (inputValue.Get <float>() > 0.5f) { roleAction.Action8Begin(); } else { roleAction.Action8End(); } break; case "Action9": if (inputValue.Get <float>() > 0.5f) { roleAction.Action9Begin(); } else { roleAction.Action9End(); } break; case "Action10": if (inputValue.Get <float>() > 0.5f) { roleAction.Action10Begin(); } else { roleAction.Action10End(); } break; case "Jump": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState1(); } break; case "Rush": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoRush(); } else { roleAction.ComeOutRush(); } break; case "Interact": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState2(); } break; case "Roll": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState3(); } break; case "Use": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState4(); } break; case "KeyBoard1": if (inputValue.Get <float>() > 0.5f) { roleAction.KeyBoard1Begin(); } else { roleAction.KeyBoard1End(); } break; case "KeyBoard2": if (inputValue.Get <float>() > 0.5f) { roleAction.KeyBoard2Begin(); } else { roleAction.KeyBoard2End(); } break; case "KeyBoard3": if (inputValue.Get <float>() > 0.5f) { roleAction.KeyBoard3Begin(); } else { roleAction.KeyBoard3End(); } break; case "KeyBoard4": if (inputValue.Get <float>() > 0.5f) { roleAction.KeyBoard4End(); } else { roleAction.KeyBoard4Begin(); } break; case "KeyBoard5": if (inputValue.Get <float>() > 0.5f) { roleAction.KeyBoard5Begin(); } else { roleAction.KeyBoard5End(); } break; } }
public void OnInput(string name, InputValue inputValue) { switch (name) { case "Alt": if (inputValue.Get <float>() > 0.5) { roleAction.AltBegin(); } else { roleAction.AltEnd(); } break; case "Move": Vector2 vector2 = inputValue.Get <Vector2>(); roleAction.MoveBy(vector2); break; case "Action1": if (inputValue.Get <float>() > 0.5) { roleAction.Action1Begin(); } else { roleAction.Action1End(); } break; case "Action2": if (inputValue.Get <float>() > 0.5f) { roleAction.Action2Begin(); } else { roleAction.Action2End(); } break; case "Jump": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState1(); } break; case "Rush": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoRush(); } else { roleAction.ComeOutRush(); } break; case "Interact": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState2(); } break; case "Roll": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState3(); } break; case "Use": if (inputValue.Get <float>() > 0.5f) { roleAction.IntoState4(); } break; } }