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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput
{
[TaskCategory("Unity/Input")]
[TaskDescription("Stores the state of the specified button.")]
public class GetButton : Action
{
[Tooltip("The name of the button")]
public SharedString buttonName;
[RequiredField]
[Tooltip("The stored result")]
public SharedBool storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = Input.GetButton(buttonName.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
buttonName = "Fire1";
storeResult = false;
}
}
}