/// <summary> /// Enables an inputGroupTag. /// For example can the inputGroupTag be Shooting, then all keyCodes that has the Shooting-tag, will be enabled. /// This can be handy if we want to enable some parts of the keys at once, for example when the player exits a shop, or when a dialogue disappears. /// </summary> /// <param name="inputGroupTag"></param> public void EnableInputGroupTag(InputGroupTag inputGroupTag) { this.disabledInputGroupTags.Remove(inputGroupTag); }
/// <summary> /// Disable an inputGroupTag. /// For example can the inputGroupTag be Movement, then all keyCodes that has the Movement-tag, will be disabled. /// This can be handy if we want to disable some parts of the keys at once, for example in a cut scene, or when a dialogue appears. /// </summary> /// <param name="inputGroupTag"></param> public void DisableInputGroupTag(InputGroupTag inputGroupTag) { this.disabledInputGroupTags.Add(inputGroupTag); }