AIA.UnitManager.KeyboardListener C# (CSharp) Method

KeyboardListener() public method

public KeyboardListener ( KeyboardState CurrentKeyboardState, KeyboardState LastKeyboardState, Microsoft.Xna.Framework.Input.MouseState CurrentMouseState, Microsoft.Xna.Framework.Input.MouseState LastMouseState ) : void
CurrentKeyboardState Microsoft.Xna.Framework.Input.KeyboardState
LastKeyboardState Microsoft.Xna.Framework.Input.KeyboardState
CurrentMouseState Microsoft.Xna.Framework.Input.MouseState
LastMouseState Microsoft.Xna.Framework.Input.MouseState
return void
        public void KeyboardListener(KeyboardState CurrentKeyboardState, KeyboardState LastKeyboardState, MouseState CurrentMouseState, MouseState LastMouseState)
        {
            //Creates an instance of a units at the position of the mouse when V is held down and left mouse button clicked
            if ((CurrentMouseState.LeftButton == ButtonState.Released && LastMouseState.LeftButton == ButtonState.Pressed) &&
                (CurrentKeyboardState.IsKeyDown(Keys.V)))
            {
                BaseUnit newUnit;
                newUnit = new Velociraptor();
                newUnit.Build(new Vector2(CurrentMouseState.X, CurrentMouseState.Y));
                mUnits.Add(newUnit);
            }

            if ((CurrentMouseState.LeftButton == ButtonState.Released && LastMouseState.LeftButton == ButtonState.Pressed) &&
            (CurrentKeyboardState.IsKeyDown(Keys.B)))
            {
                BaseUnit newUnit;
                newUnit = new BearCavalry();
                newUnit.Build(new Vector2(CurrentMouseState.X, CurrentMouseState.Y));
                mUnits.Add(newUnit);
            }

            if ((CurrentMouseState.LeftButton == ButtonState.Released && LastMouseState.LeftButton == ButtonState.Pressed) &&
            (CurrentKeyboardState.IsKeyDown(Keys.T)))
            {
                BaseUnit newUnit;
                newUnit = new Tank();
                newUnit.Build(new Vector2(CurrentMouseState.X, CurrentMouseState.Y));
                mUnits.Add(newUnit);
            }
        }