private void UpdateDesireVariableFromKey(core.InputAction inInputAction, out bool ioVariable)
 {
     ioVariable = false;
     if (inInputAction == core.InputAction.Pressed)
     {
         ioVariable = true;
     }
     else if (inInputAction == core.InputAction.Released)
     {
         ioVariable = false;
     }
 }
 private void UpdateDesireFloatFromKey(core.InputAction inInputAction, out float ioVariable)
 {
     ioVariable = 0.0f;
     if (inInputAction == core.InputAction.Pressed)
     {
         ioVariable = 1.0f;
     }
     else if (inInputAction == core.InputAction.Released)
     {
         ioVariable = 0.0f;
     }
 }
    public void HandleInputStick(core.InputAction inInputAction, eJoyStickType eJoyStick, float fAngle)
    {
        if (inInputAction == InputAction.Released)
        {
            HandleInputSticPointUp(eJoyStick);
            return;
        }

        switch (eJoyStick)
        {
        case eJoyStickType.eMOVESTICK:
            m_kCurrentState.mDirection = (uint)fAngle;
            m_kCurrentState.mIsMove    = true;
            break;

        case eJoyStickType.eBOMBSTICK:
            break;
        }
    }
    public void HandleInput(core.InputAction inInputAction, KeyCode inKeyCode)
    {
        //ACBattleCharacter battleCharacter = m_kMoveJoyStick._battleCharacter;

        switch (inKeyCode)
        {
        case KeyCode.A:
            UpdateDesireVariableFromKey(inInputAction, out mIsLeft);
            break;

        case KeyCode.D:
            UpdateDesireVariableFromKey(inInputAction, out mIsRight);
            break;

        case KeyCode.W:
            UpdateDesireVariableFromKey(inInputAction, out mIsForward);
            break;

        case KeyCode.S:
            UpdateDesireVariableFromKey(inInputAction, out mIsBack);
            break;

        case KeyCode.K:
            //battleCharacter.m_kActorSkillManager.IsSkillState(SkillStateMachine.StateType.SkillAutoTargetState, eJoyStickType.eSKILLSTICK);
            //bool isShoot = battleCharacter.m_kActorSkillManager.SkillCasting(eJoyStickType.eSKILLSTICK, true);
            //if (isShoot)
            //    battleCharacter.m_kActorSkillManager.SetAttackButtonFlag(false);
            //UpdateDesireVariableFromKey(inInputAction, out m_kCurrentState.mIsShooting);
            break;

        case KeyCode.B:
            //battleCharacter.m_kActorSkillManager.IsSkillState(SkillStateMachine.StateType.SkillAutoTargetState, eJoyStickType.eBOMBSTICK);
            //isShoot = battleCharacter.m_kActorSkillManager.SkillCasting(eJoyStickType.eBOMBSTICK, true);
            //if (isShoot)
            //    battleCharacter.m_kActorSkillManager.SetAttackButtonFlag(false);
            //UpdateDesireVariableFromKey(inInputAction, out m_kCurrentState.mIsBomb);
            break;
        }

        if (mIsForward && mIsRight)
        {
            m_kCurrentState.mDirection = 45;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsForward && mIsLeft)
        {
            m_kCurrentState.mDirection = 135;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsBack && mIsRight)
        {
            m_kCurrentState.mDirection = 315;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsBack && mIsLeft)
        {
            m_kCurrentState.mDirection = 225;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsForward)
        {
            m_kCurrentState.mDirection = 90;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsBack)
        {
            m_kCurrentState.mDirection = 270;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsLeft)
        {
            m_kCurrentState.mDirection = 180;
            m_kCurrentState.mIsMove    = true;
        }
        else if (mIsRight)
        {
            m_kCurrentState.mDirection = 0;
            m_kCurrentState.mIsMove    = true;
        }
        else
        {
            m_kCurrentState.mIsMove = false;
            //m_kPendingMove = SampleInputAsMove();
        }

        //진영별 카메라 세팅 처리.
        if (m_kCurrentState.mIsMove == true)
        {
            m_kCurrentState.mDirection += (uint)Camera.main.transform.localEulerAngles.y;
            if (m_kCurrentState.mDirection >= 360)
            {
                m_kCurrentState.mDirection -= 360;
            }
        }

        //if (!battleCharacter.m_bisDied && !battleCharacter.IsNoMove)
        //{
        //    if (m_kCurrentState.mIsMove == false)
        //    {
        //        if (battleCharacter.IsPlayerStateInSkill())
        //            SmbManager.SetState(battleCharacter.m_kAnimator, PlayerState.Idle);  // m_ePlayState은 바꾸지 않고 하체 animation 만 바꿈
        //        else
        //            battleCharacter.SetActionState(PlayerState.Idle);
        //    }
        //    else
        //    {
        //        if (battleCharacter.IsPlayerStateInSkill())
        //            SmbManager.SetState(battleCharacter.m_kAnimator, battleCharacter.IsNoMove ? PlayerState.Idle : PlayerState.Move);  // m_ePlayState은 바꾸지 않고 하체 animation 만 바꿈
        //        else
        //            battleCharacter.SetActionState(PlayerState.Move);
        //    }
        //}
        //UiJoyStick.ResetGameOverCount();
    }