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