@@ -40,9 +40,10 @@ public object Get()
4040 /// </summary>
4141 /// <returns>The current value from the action cast to the specified type.</returns>
4242 /// <typeparam name="TValue">Type of value to read. This must correspond to the
43- /// expected by either <see cref="control"/> or, if it is a composite, by the
44- /// <see cref="InputBindingComposite"/> in use.
45- /// The type depends on what type of controls the action is bound to. Common types are <c>float</c> and <see cref="UnityEngine.Vector2"/></typeparam>
43+ /// <see cref="InputControl.valueType"/> of the action or, if it is a composite, by the
44+ /// <see cref="InputBindingComposite.valueType"/>.
45+ /// The type depends on what type of controls the action is bound to.
46+ /// Common types are <c>float</c> and <see cref="UnityEngine.Vector2"/></typeparam>
4647 /// <exception cref="InvalidOperationException">The given type <typeparamref name="TValue"/>
4748 /// does not match the value type expected by the control or binding composite.</exception>
4849 /// <remarks>
@@ -62,7 +63,7 @@ public object Get()
6263 /// m_Move = value.Get<Vector2>();
6364 /// }
6465 ///
65- /// public void OnUpdate ()
66+ /// public void Update ()
6667 /// {
6768 /// // Update transform from m_Move
6869 /// }
@@ -87,24 +88,23 @@ public TValue Get<TValue>()
8788 /// </summary>
8889 /// <returns>True if the button is activated over the button threshold. False otherwise</returns>
8990 /// <remarks>
90- /// The following example shows how to read a value from a <see cref="PlayerInput"/> message.
91+ /// The following example check if a button is pressed when receiving a <see cref="PlayerInput"/> message.
9192 ///
9293 /// <example>
9394 /// <code>
9495 /// [RequireComponent(typeof(PlayerInput))]
9596 /// public class MyPlayerLogic : MonoBehaviour
9697 /// {
97- /// private bool m_Fire;
98- ///
9998 /// // 'Fire' input action has been triggered.
10099 /// public void OnFire(InputValue value)
101100 /// {
102- /// m_Fire = value.isPressed;
101+ /// if (value.isPressed)
102+ /// FireWeapon();
103103 /// }
104104 ///
105- /// public void OnUpdate ()
105+ /// public void FireWeapon ()
106106 /// {
107- /// // Perform fire action if m_Fire is true
107+ /// // Weapon firing code
108108 /// }
109109 /// }
110110 /// </code>
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