//Input of the system void OnInput () { switch (gameSystem.state) { case GameState.PAUSE: { //Unpause game if (Input.GetButtonDown ("Start")) { gameSystem.State = GameState.BATTLE; } } break; case GameState.BATTLE: { //Pause game if (Input.GetButtonDown ("Start")) { gameSystem.State = GameState.PAUSE; return; } //Input states var rotateLeft = Input.GetButtonDown ("L1"); var rotateRight = Input.GetButtonDown ("R1"); var tilt = rotateLeft && rotateRight; //Rotate-Tilt if (tilt) { gameSystem.Camera_Tilt (); } else if (rotateLeft) { gameSystem.Camera_RotateLeft (); } else if (rotateRight) { gameSystem.Camera_RotateRight (); } //Move Tile Selector if (!OnMoveSelector ()) { //Action OnAction (); } } break; case GameState.FIELDMAP: { //Input states var rotateLeft = Input.GetButtonDown ("L1"); var rotateRight = Input.GetButtonDown ("R1"); var tilt = rotateLeft && rotateRight; //Rotate-Tilt if (tilt) { gameSystem.Camera_Tilt (); } else if (rotateLeft) { gameSystem.Camera_RotateLeft (); } else if (rotateRight) { gameSystem.Camera_RotateRight (); } //Walk var x = Input.GetAxisRaw ("Horizontal"); var z = Input.GetAxisRaw ("Vertical"); var jmp = Input.GetButtonDown ("X"); gameSystem.FieldMap_MainPlayerMove (x, z); if (jmp) { gameSystem.FieldMap_MainPlayerJump (1.0f); } } break; default: break; } }