private void ButtonsInput() { input.ButtonInputs.Shoot.performed += context => { weaponChanger.CurrentWeapon.Attack(); }; input.ButtonInputs.ChangeWeapon.performed += context => weaponChanger.ChangeWeapon(input.ButtonInputs.ChangeWeapon.ReadValue <float>()); input.ButtonInputs.ChangeSpeed.performed += context => { if (isShiftNotInput) { movement.moveType = APlayerMovement.PlayerMoveType.Fast; isShiftNotInput = false; } else { movement.moveType = APlayerMovement.PlayerMoveType.Slow; isShiftNotInput = true; } }; input.ButtonInputs.Blink.performed += context => { if (!blinkAbility.IsAttack) { blinkAbility.Attack(); StartCoroutine(playerUI.ReloadTP(blinkAbility.ReloadTime)); } }; }