private void Update() { characterPhysics.inputDirectionRaw = GetMoveDirection(); pressCommand = CreatePressCommand(inputKeys); if (characterPhysics.currentGravityState == GravityState.OnWall) { // Need to calculate direction on wall differently characterPhysics.inputDirection = wallInteraction.CalculateDirectiOnOnWall(characterPhysics.inputDirectionRaw); if (pressCommand.Equals(jumpCommand)) { wallInteraction.JumpOffWall(); } } else { doublePressCommand = CreateDoublePressCommand(inputKeys); // Check for Dash Command if (doublePressCommand.Equals(dashBackwardCommand)) { dash.CastDash(characterPhysics.inputDirectionRaw); } else if (doublePressCommand.Equals(dashForwardCommand)) { dash.CastDash(characterPhysics.inputDirectionRaw); } else if (doublePressCommand.Equals(dashRightCommand)) { dash.CastDash(characterPhysics.inputDirectionRaw); } else if (doublePressCommand.Equals(dashLeftCommand)) { dash.CastDash(characterPhysics.inputDirectionRaw); } if (pressCommand.Equals(jumpCommand)) { jump.CastJump(); } if (pressCommand.Equals(lightAttackCommand)) { lightAttack.Cast(); } if (pressCommand.Equals(stunTargetCommand)) { stunTarget.Cast(); } if (pressCommand.Equals(immobilizeTargetCommand)) { immobilizeTarget.Cast(); } if (pressCommand.Equals(throwUpTargetCommand)) { throwUpTarget.Cast(); } } }