public void ReceiveInput(object sender, InputEventArgs e)
    {
        if (InputController.mode == InputInfo.InputMode.Free)
        {
            // Hotkey functionality
            if (e.WasPressed("equip"))
            {
                var newEquipped = e.GetTrigger("equip");
                if (newEquipped != "")
                {
                    activeCharacter.TryItemEquip(int.Parse(newEquipped) - 1);
                }
            }

            // Inputs prioritized as such (by order of check):
            // Attacking, Walking, Switching character
            activeCharacter.Quicken(e.IsHeld("quicken"));
            activeCharacter.Slowen(e.IsHeld("slowen"));

            // See if a direction was input and log it
            var dirChosen = false;
            var dirActive = new bool[4];
            var dirTapped = new bool[4];
            for (var i = 0; i < directions.Length; i++)
            {
                dirTapped [i] = e.WasPressed(directions [i]);
                dirActive [i] = dirTapped [i] || e.IsHeld(directions [i]);
                dirChosen     = dirChosen || dirActive [i] || dirTapped [i];
            }
            activeCharacter.SetDirections(dirActive, dirTapped);

            if (e.WasPressed("attack"))
            {
                activeCharacter.TryInteracting();
            }
            if (e.IsHeld("attack"))
            {
                activeCharacter.TryAttacking();
            }
            else if (e.IsHeld("defend"))
            {
                activeCharacter.TryBlocking();
            }
            // Most likely going to filter out a seperate interact button altogether

            /*else if (e.WasPressed("interact"))
             * {
             *  activeCharacter.TryInteracting();
             * }*/
            else if (e.WasPressed("switch character") && activeCharacter.CanSwitchFrom())
            {
                SwitchActiveCharacters();
            }
            else if (dirChosen)
            {
                activeCharacter.TryWalk();
            }
        }
    }