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Question by AceOfSpades4654 · Jun 17, 2021 at 09:06 PM · inputjoystickkeyboardconversionaction

How to detect value changes in new input system

I am converting a joystick into key values. Best way I can think to do this is using the new input system on a joystick such that while moving it you press the according keys wasd So I have my listeners in the Awake method:

 private void Awake() {
         leftHand = allControls.FindActionMap("XRI LeftHand");
         rightHand = allControls.FindActionMap("XRI RightHand");
         head = allControls.FindActionMap("XRI HMD");
         leftHand.actions[13].started += context => IS.Keyboard.KeyDown(WindowsInput.Native.VirtualKeyCode.SHIFT);
         leftHand.actions[13].canceled += context => IS.Keyboard.KeyUp(WindowsInput.Native.VirtualKeyCode.SHIFT);
         leftHand.actions[3].started += context => IS.Mouse.RightButtonDown();
         leftHand.actions[3].canceled += context => IS.Mouse.RightButtonUp();
         leftHand.actions[10].started += context => ConvertStickToKey();
         leftHand.actions[10].canceled += context => ReleaseKey();
     }  

So I am using a function called ConvertStickToKey() which grabs the value of the stick and converts it to the appropriate key. The int inside of it just releases the key in a switch statement within ReleaseKey()

 public void ConvertStickToKey(){
         Vector2 stick = leftHand.actions[10].ReadValue<Vector2>();
         if(stick.x == 0 && stick.y == 0){
             Debug.Log("NA");
             return;
         }
         if((stick.x >= .25 && stick.x <= .75) && (stick.y <= .75 && stick.y >= .25)){
             Debug.Log("UR");
             lastKeyCase = 1;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_W);
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_D);
         }
         else if(stick.x >= .75 && (stick.y <= .25 && stick.y >= -.25)){
             Debug.Log("R");
             lastKeyCase = 2;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_D);
             //press d
         }
         else if((stick.x <= .75 && stick.x >= .25) && (stick.y <= -.25 && stick.y >= -.75)){
             Debug.Log("DR");
             lastKeyCase = 3;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_S);
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_D);
             //press sd
         }
         else if((stick.x <= .25 && stick.x >= -.25) && stick.y <= .75){
             Debug.Log("D");
             lastKeyCase = 4;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_S);
             //press s
         }
         else if((stick.x <= .25 && stick.x >= -.75) && (stick.y <= -.25 && stick.y >= -.75)){
             Debug.Log("DL");
             lastKeyCase = 5;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_A);
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_S);
             //press as
         }
         else if(stick.x <= -.75 && (stick.y <= .25 && stick.y >= -.25)){
             Debug.Log("L");
             lastKeyCase = 6;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_A);
             //press a
         }
         else if((stick.x <= -.25 && stick.x >= -.75) && (stick.y >= .25 && stick.y <= .75)){
             Debug.Log("UL");
             lastKeyCase = 7;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_W);
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_A);
             //press wa
         }
         else if((stick.x <= .25 && stick.x >= -.25) && stick.y >= .75){
             Debug.Log("U");
             lastKeyCase = 8;
             IS.Keyboard.KeyPress(WindowsInput.Native.VirtualKeyCode.VK_W);
             //press w
         }
         return;
     }

This... technically works but only triggers when I move the thumbstick. I really want to run this method when the threshold is crossed into the other button variant. Any ideas? I would love some input, if I'm even doing this right.

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