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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput
- {
- [TaskCategory("Unity/Input")]
- [TaskDescription("Stores the pressed state of the specified key.")]
- public class GetKey : Action
- {
- [Tooltip("The key to test.")]
- public KeyCode key;
- [RequiredField]
- [Tooltip("The stored result")]
- public SharedBool storeResult;
- public override TaskStatus OnUpdate()
- {
- storeResult.Value = Input.GetKey(key);
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- key = KeyCode.None;
- storeResult = false;
- }
- }
- }
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