From 8ed60236cdfcbfc4a526907e80087d0af5d9e724 Mon Sep 17 00:00:00 2001 From: riotschoolacc <30rwilson@kaufman-isd.net> Date: Mon, 3 Feb 2025 11:22:52 -0600 Subject: [PATCH] Update best practices --- content/en-us/input/gamepad.md | 4 ++-- content/en-us/input/mouse-and-keyboard.md | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/content/en-us/input/gamepad.md b/content/en-us/input/gamepad.md index 5e800c112..764dd9e03 100644 --- a/content/en-us/input/gamepad.md +++ b/content/en-us/input/gamepad.md @@ -30,11 +30,11 @@ You can check for connected gamepads via `Class.UserInputService.GamepadConnecte local UserInputService = game:GetService("UserInputService") UserInputService.GamepadConnected:Connect(function(gamepad) - print("User has connected controller: " .. tostring(gamepad)) + print("User has connected controller:", tostring(gamepad)) end) UserInputService.GamepadDisconnected:Connect(function(gamepad) - print("User has disconnected controller: " .. tostring(gamepad)) + print("User has disconnected controller:", tostring(gamepad)) end) ``` diff --git a/content/en-us/input/mouse-and-keyboard.md b/content/en-us/input/mouse-and-keyboard.md index 4d4ea8225..c6ff8419e 100644 --- a/content/en-us/input/mouse-and-keyboard.md +++ b/content/en-us/input/mouse-and-keyboard.md @@ -50,7 +50,7 @@ local function onInputEnded(inputObject, processedEvent) -- Next, check that the input was a keyboard event if inputObject.UserInputType == Enum.UserInputType.Keyboard then - print("A key was released: " .. inputObject.KeyCode.Name) + print("A key was released:", inputObject.KeyCode.Name) end end