bool QuickTimeState::Input()
{
	SGD::InputManager* pInput = SGD::InputManager::GetInstance();

	if( pInput->IsKeyPressed( SGD::Key::Escape ) )
	{
		Game::GetInstance()->RemoveState();
	}

	if( SGD::InputManager::GetInstance()->IsControllerConnected( 0 ) || SGD::InputManager::GetInstance()->IsControllerConnected( 1 ) )
	{
		if( currentQT != nullptr )
		{
			if( pInput->IsButtonPressed( 0 , 0 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::Zero;
			}
			else if( pInput->IsButtonPressed( 0 , 1 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::One;

			}
			else if( pInput->IsButtonPressed( 0 , 2 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::Two;

			}
			else if( pInput->IsButtonPressed( 0 , 3 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::Three;

			}
			else if( pInput->IsButtonPressed( 0 , 4 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::Four;

			}
			else if( pInput->IsButtonPressed( 0 , 5 ) )
			{
				currentQT->m_kLastKeyPressed = SGD::Key::Five;
			}
			else
			{
				currentQT->m_kLastKeyPressed = SGD::Key::None;
			}
		}
	}
	else
	{
		if( currentQT != nullptr )
		{
			currentQT->m_kLastKeyPressed = pInput->GetAnyKeyPressed();
		}
	}

	return true;
}
bool AnimationTestState::Input()
{
	SGD::InputManager* pInput = SGD::InputManager::GetInstance();

	if( pInput->IsKeyPressed(SGD::Key::Enter ))
	{
		RunQuickTime();
	}

	if (pInput->IsKeyPressed(SGD::Key::Escape))
	{
		Game::GetInstance()->RemoveState();
	}

	if( currentQT != nullptr )
	{
		currentQT->m_kLastKeyPressed = pInput->GetAnyKeyPressed();
	}
	

	return true;
}