protected void KeyUpRequest(int keyCode, int frame)
{
if (!OwningNetWorker.IsServer && !clientSidePrediction)
return;
if (!currentKeys.Contains((KeyCode)keyCode))
{
keyUpBuffer.Add(keyCode);
return;
}
if (inputUpRequest != null)
inputUpRequest((KeyCode)keyCode, frame);
#if UNITY_EDITOR
else
Debug.LogError("The input key " + ((KeyCode)keyCode).ToString() + " was requested from the client but no input request inputUpRequest has not been assigned");
#endif
currentKeys.Remove((KeyCode)keyCode);
}