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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput
{
[TaskCategory("Unity/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";
}
}
}