public void HandleInput(InputAction input) { _current.HandleInput(input); }
// In here check that input is valid for state etc. public virtual void HandleInput(InputAction input) { if (_allowedInputs.Contains(input.GetType())) _inputSystem.AddInput(input); }
public void AddInput(InputAction input) { _inputQueue.Enqueue(input); }
void InputManager_DoAction(InputAction action) { switch (action.InputType) { case ActionType.EndTurn: CallEndState(); break; case ActionType.Pause: CallPauseState(); break; case ActionType.Click: ClickAction(action as Click); break; case ActionType.Zoom: ZoomAction(action as Zoom); break; case ActionType.MoveCameraTargetLocation: MoveCameraTargetLocationAction(action as MoveCameraTagetLocation); break; case ActionType.MouseUp: MouseUpAction(action as MouseUpAction); break; case ActionType.MouseDown: MouseDownAction(action as MouseDownAction); break; case ActionType.MouseMove: MouseMoveAction(action as MouseMoveAction); break; case ActionType.SelectPrevNextObject: SelectPrevNextObjectAction(action as SelectPrevNextObject); break; default: break; } }