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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput
{
[TaskCategory("Unity/Input")]
[TaskDescription("Stores the acceleration value.")]
public class GetAcceleration : Action
{
[RequiredField]
[Tooltip("The stored result")]
public SharedVector3 storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = Input.acceleration;
return TaskStatus.Success;
}
public override void OnReset()
{
storeResult = Vector3.zero;
}
}
}