using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityInput { [TaskCategory("Basic/Input")] [TaskDescription("Stores the state of the specified button.")] public class GetButton : Action { [Tooltip("The name of the button")] public SharedString buttonName; [RequiredField] [Tooltip("The stored result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.GetButton(buttonName.Value); return TaskStatus.Success; } public override void OnReset() { buttonName = "Fire1"; storeResult = false; } } }