using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityInput { [TaskCategory("Basic/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; } } }