private void OnInputKeyEvent(InputActions action, InputActionStates state, float axis) { switch (action) { case InputActions.RunAxisAction: SetRun(axis); break; case InputActions.JumpButton: if (state == InputActionStates.KeyDown) { StartJump(); } break; case InputActions.CastSpellButton: if (state == InputActionStates.KeyDown) { StartCastSpell(); } else { EndCastSpell(); } break; } }
private void ToggleInventory(InputActions action, InputActionStates state, float axis) { if (action == InputActions.ToggleInventoryAction) { _inventoryPanel.SetActive(!_inventoryPanel.activeSelf); GameMaster.Instance.ToggleInventory(_inventoryPanel.activeSelf); } }
private void ToggleStats(InputActions action, InputActionStates state, float axis) { if (action == InputActions.ToggleCharacterStatsAction) { _characterPanel.SetActive(!_characterPanel.activeSelf); GameMaster.Instance.ToggleCharacterStats(_characterPanel.activeSelf); } }
private void ToggleMenu(InputActions action, InputActionStates state, float axis) { if (action == InputActions.ToggleMenuAction) { _menuPanel.SetActive(!_menuPanel.activeSelf); GameMaster.Instance.ToggleMenu(_menuPanel.activeSelf); } }
public void InputKey(InputActions action, InputActionStates state, float axis) { InputKeyEvent?.Invoke(action, state, axis); }