using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityInput { [TaskCategory("Basic/Input")] [TaskDescription("Returns success when the specified button is released.")] public class IsButtonUp : Conditional { [Tooltip("The name of the button")] public SharedString buttonName; public override TaskStatus OnUpdate() { return Input.GetButtonUp(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { buttonName = "Fire1"; } } }