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DOCATT-9373: Removed the incomplete sentence in the Canceled property
- Also replaced "see <reference>" with "refer to <>" in compliance with style guide guidance
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Packages/com.unity.inputsystem/InputSystem/Actions/InputActionPhase.cs

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Original file line numberDiff line numberDiff line change
@@ -84,13 +84,13 @@ public enum InputActionPhase
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///
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/// By default, an action is started as soon as a control moves away from its default value. This is
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/// the case for both <see cref="InputActionType.Button"/> actions (which, however, does not yet have to mean
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/// that the button press threshold has been reached; see <see cref="InputSettings.defaultButtonPressPoint"/>)
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/// that the button press threshold has been reached; refer to <see cref="InputSettings.defaultButtonPressPoint"/>)
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/// and <see cref="InputActionType.Value"/> actions. <see cref="InputActionType.PassThrough"/> does not use
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/// the <c>Started</c> phase and instead goes straight to <see cref="Performed"/>.
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///
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/// For <see cref="InputActionType.Value"/> actions, <c>Started</c> will immediately be followed by <see cref="Performed"/>.
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///
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/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// Note that interactions (refer to <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// the phases.
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/// </summary>
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Started,
@@ -99,11 +99,11 @@ public enum InputActionPhase
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/// The action has been performed. Leads to <see cref="InputAction.performed"/> getting called.
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///
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/// By default, a <see cref="InputActionType.Button"/> action performs when a control crosses the button
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/// press threshold (see <see cref="InputSettings.defaultButtonPressPoint"/>), a <see cref="InputActionType.Value"/>
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/// press threshold (refer to <see cref="InputSettings.defaultButtonPressPoint"/>), a <see cref="InputActionType.Value"/>
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/// action performs on any value change that isn't the default value, and a <see cref="InputActionType.PassThrough"/>
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/// action performs on any value change including going back to the default value.
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///
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/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// Note that interactions (refer to <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// the phases.
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///
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/// For a given action, finding out whether it was performed in the current frame can be done with <see cref="InputAction.WasPerformedThisFrame"/>.
@@ -120,14 +120,13 @@ public enum InputActionPhase
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/// The action has stopped. Leads to <see cref="InputAction.canceled"/> getting called.
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///
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/// By default, a <see cref="InputActionType.Button"/> action cancels when a control falls back below the button
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/// press threshold (see <see cref="InputSettings.defaultButtonPressPoint"/>) and a <see cref="InputActionType.Value"/>
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/// press threshold (refer to <see cref="InputSettings.defaultButtonPressPoint"/>) and a <see cref="InputActionType.Value"/>
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/// action cancels when a control moves back to its default value. A <see cref="InputActionType.PassThrough"/> action
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/// does not generally cancel based on input on its controls.
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///
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/// An action will also get canceled when it is disabled while in progress (see <see cref="InputAction.Disable"/>).
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/// Also, when an <see cref="InputDevice"/> that is
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/// An action will also get canceled when it is disabled while in progress (refer to <see cref="InputAction.Disable"/>).
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///
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/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// Note that interactions (refer to <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
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/// the phases.
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/// </summary>
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Canceled

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