Is there an Ability method that gets called even when disabled?

In hopes of not reinventing the wheel, I'm hoping to tap into an existing method or event so that I can know the previous player input prior to a specific ability being activated. For example with a "Dash" ability that bursts the character in a direction:

- `Vector3 targetDirection` = A default direction of `Vector3.right` in `Awake()`
- Dash ability is inactive
- Input results in character movement from right to left (this is where I want to update `targetDirection` in the ability itself)
- Button down to activate Dash ability
- Dash uses the default `targetDirection` set in `Awake()` instead of the desired updated value that would be set based on previous input

I know I can setup my own approach to solve this, but I just don't want to reinvent the wheel if there's an existing value or method to leverage with UCC.
 
I've since found a solution using the existing "OnCharacterMoving" event. If there is still another more preferred approach then please share.

`EventHandler.RegisterEvent<bool>(m_GameObject, "OnCharacterMoving", OnMoving);`
 
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