using UnityEngine; public static class Keyboard { #region Properties /// /// Returns true is any key is currently held /// public static bool IsAnyKeyDown { get { return Input.anyKey; } } /// /// Returns true if any key was pressed this frame /// public static bool IsAnyKeyPressed { get { return Input.anyKeyDown; } } #endregion #region Methods /// /// Returns true if the key is currently held down /// /// /// public static bool IsKeyDown(KeyCode key) { return Input.GetKey(key); } /// /// Returns true if the key is currently not held down /// /// /// public static bool IsKeyUp(KeyCode key) { return !IsKeyDown(key); } /// /// Returns true if key was pressed this frame /// /// /// public static bool IsKeyPressed(KeyCode key) { return Input.GetKeyDown(key); } /// /// Returns true if key was released this frame /// /// /// public static bool IsKeyReleased(KeyCode key) { return Input.GetKeyUp(key); } #endregion }