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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;
}
}
}
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