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Update InteractionModeManagerTests.cs
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org.mixedrealitytoolkit.input/Tests/Runtime/InteractionModeManagerTests.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -76,7 +76,7 @@ public IEnumerator InteractionDetectorTest()
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XRBaseController rightHandController = CachedLookup.RightHandController;
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Assert.IsTrue(rightHandController != null, "No controllers found for right hand.");
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// Moving the hand to a position where it's far ray is hovering over the cube
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// Moving the hand to a position where its far ray is hovering over the cube
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yield return rightHand.AimAt(cube.transform.position);
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yield return RuntimeTestUtilities.WaitForUpdates();
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@@ -127,7 +127,7 @@ public IEnumerator ModeMediationTest()
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InputTestUtilities.SetHandAnchorPoint(Handedness.Right, ControllerAnchorPoint.Grab);
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yield return RuntimeTestUtilities.WaitForUpdates();
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// Moving the hand to a position where it's far ray is hovering over the cube
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// Moving the hand to a position where its far ray is hovering over the cube
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yield return rightHand.AimAt(cube.transform.position);
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yield return RuntimeTestUtilities.WaitForUpdates();
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InteractionMode farRayMode = rightHandController.GetComponentInChildren<MRTKRayInteractor>().GetComponent<InteractionDetector>().ModeOnHover;
@@ -165,7 +165,7 @@ public IEnumerator ModeMediationTest()
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ValidateInteractionModeActive(rightHandController, nearMode);
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168-
// Moving the hand to a position where it's far ray is hovering over the cube
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// Moving the hand to a position where its far ray is hovering over the cube
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yield return rightHand.MoveTo(cube.transform.position + new Vector3(0.02f, -0.1f, -0.8f));
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yield return RuntimeTestUtilities.WaitForUpdates(frameCount:120);
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@@ -180,7 +180,7 @@ public IEnumerator ModeMediationTest()
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private void ValidateInteractionModeActive(XRBaseController controller, InteractionMode currentMode)
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{
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// We construct the list of managed interactor types manually because we don't want to expose the internal controller mapping implementation to even internal use, since
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// we don't want any other class to be able to modify those collections without going through the Mode Manager or it's in-editor inspector.
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// we don't want any other class to be able to modify those collections without going through the Mode Manager or its in-editor inspector.
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HashSet<System.Type> managedInteractorTypes = new HashSet<System.Type>(InteractionModeManager.Instance.PrioritizedInteractionModes.SelectMany(x => x.AssociatedTypes));
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HashSet<System.Type> activeInteractorTypes = InteractionModeManager.Instance.PrioritizedInteractionModes.Find(x => x.ModeName == currentMode.Name).AssociatedTypes;
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