Ballz.GameSession.Logic.UserControl.ProcessInput C# (CSharp) Метод

ProcessInput() приватный Метод

private ProcessInput ( InputMessage messageType ) : void
messageType Ballz.Messages.InputMessage
Результат void
        private void ProcessInput(InputMessage.MessageType? messageType)
        {
            if (messageType == null)
                return;

            switch (messageType)
            {
                case InputMessage.MessageType.ControlsCameraModeToggle:
                    {
                        var cam = Game.Camera;
                        var time = Game.Match.GameTime;
                        cam.SetZoom(1f, true, time);
                    }
                    break;
                case InputMessage.MessageType.ControlsCameraZoomIn:
                    {
                        var cam = Game.Camera;
                        var time = Game.Match.GameTime;
                        cam.SetZoom(cam.Zoom * 1.2f, true, time);
                    }
                    break;
                case InputMessage.MessageType.ControlsCameraZoomOut:   
                    {
                        var cam = Game.Camera;
                        var time = Game.Match.GameTime;
                        cam.SetZoom(cam.Zoom * (1 / 1.2f), true, time);
                    }
                    break;
                case InputMessage.MessageType.ControlsJump:
                    TryJump();
                    break;
                case InputMessage.MessageType.ControlsNextWeapon:
                    if (CanSwitchWeapons)
                    {
                        SelectedWeaponIndex = (SelectedWeaponIndex + 1) % AvailableWeapons.Count;
                        Weapon = AvailableWeapons[SelectedWeaponIndex];
                        Ball.HoldingWeapon = AvailableWeapons[SelectedWeaponIndex].Icon;
                        Ball.IsCharging = false;
                        Ball.ShootCharge = 0f;
                    }
                    break;
                case InputMessage.MessageType.ControlsPreviousWeapon:
                    if (CanSwitchWeapons)
                    {
                        SelectedWeaponIndex = SelectedWeaponIndex - 1;
                        if (SelectedWeaponIndex < 0)
                            SelectedWeaponIndex += AvailableWeapons.Count;
                        Weapon = AvailableWeapons[SelectedWeaponIndex];
                        Ball.HoldingWeapon = AvailableWeapons[SelectedWeaponIndex].Icon;
                        Ball.IsCharging = false;
                        Ball.ShootCharge = 0f;
                    }
                    break;
                default:
                    break;
            }
        }