public void HandleInput(core.EInputAction inInputAction, KeyCode inKeyCode) { switch (inKeyCode) { case KeyCode.A: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsLeft); break; case KeyCode.D: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsRight); break; case KeyCode.W: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsForward); break; case KeyCode.S: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsBack); break; case KeyCode.K: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsShooting); break; case KeyCode.B: UpdateDesireVariableFromKey(inInputAction, out mCurrentState.mIsBomb); break; } }
void UpdateDesireVariableFromKey(core.EInputAction inInputAction, out bool ioVariable) { ioVariable = false; if (inInputAction == core.EInputAction.EIA_Pressed) { ioVariable = true; } else if (inInputAction == core.EInputAction.EIA_Released) { ioVariable = false; } }
void UpdateDesireFloatFromKey(core.EInputAction inInputAction, out float ioVariable) { ioVariable = 0.0f; if (inInputAction == core.EInputAction.EIA_Pressed) { ioVariable = 1.0f; } else if (inInputAction == core.EInputAction.EIA_Released) { ioVariable = 0.0f; } }