using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityInput { [TaskCategory("Basic/Input")] [TaskDescription("Returns success when the specified key is pressed.")] public class IsKeyDown : Conditional { [Tooltip("The key to test")] public KeyCode key; public override TaskStatus OnUpdate() { return Input.GetKeyDown(key) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { key = KeyCode.None; } } }