Files
project-reset/Assets/Scripts/Core/Graph Tasks/CheckInput.cs
2025-08-01 16:56:23 -04:00

55 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NodeCanvas.Tasks.Conditions {
[Category("Reset/Input")]
[Description("Check if input condition was matched this frame by phase.")]
public class CheckInput : ConditionTask<Transform>{
public BBParameter<string> actionName;
public BBParameter<InputActionPhase> actionPhase;
private SignalDefinition signalDefinition;
protected override string info {
get { return $"Input <b>{actionName.value}</b> was <b>{actionPhase.value}</b>"; }
}
protected override string OnInit(){
try {
signalDefinition = Resources.Load<SignalDefinition>("InputSignal");
} catch (Exception e) {
Debug.LogError($"Error finding the Input Signal defintion: {e.Message}");
throw;
}
return null;
}
protected override void OnEnable() {
signalDefinition.onInvoke -= OnSignalInvoke;
signalDefinition.onInvoke += OnSignalInvoke;
}
protected override void OnDisable() {
signalDefinition.onInvoke -= OnSignalInvoke;
}
void OnSignalInvoke(Transform sender, Transform receiver, bool isGlobal, params object[] args){
// Take the input arguments as objects and convert them to InputAction & Phases
InputAction thisAction = (InputAction)args[0];
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase) {
YieldReturn(true);
}
}
protected override bool OnCheck() { return false; }
}
}