private void CheckInput() { if (Input.anyKey) { foreach (string currentAxis in InputAxis.AxisList) { float axisValue = Input.GetAxisRaw(currentAxis); if (axisValue != 0) { InputCommand commandToExecute = InputConfiguration.GetCommandByAxisName(currentAxis); GameEntity inputEntity = _context.CreateEntity(); if (commandToExecute != InputCommand.Undefined) { inputEntity.AddInput(commandToExecute, axisValue); } else { inputEntity.AddInput(InputCommand.None, 0f); } } } } else { GameEntity inputEntity = _context.CreateEntity(); inputEntity.AddInput(InputCommand.None, 0f); } }