// Update is called once per frame void Update() { #region Movement // Ternary operator (courtesy of Manny); it's a new (fake) axis using the saved keys. float inputH = Input.GetKey(key.right) ? 1f : Input.GetKey(key.left) ? -1f : 0; float inputV = Input.GetKey(key.forward) ? 1f : Input.GetKey(key.backward) ? -1f : 0; // Execute 'CharacterMovement.Move()' from here. controller.Move(inputH, inputV); // Same as above, but for 'CharacterMovement.Jump()'. if (Input.GetKeyDown(key.jump)) { controller.Jump(); } controller.UpdateController(); #endregion #region Interact if (Input.GetKeyDown(key.interact)) { interact.Interaction(); } #endregion #region Inventory if (Input.GetKeyDown(key.inventory)) { inv.InventoryToggle(); } #endregion #region Skills Window if (Input.GetKeyDown(key.skills)) { skillWindow.SkillsToggle(); } #endregion }