@@ -123,8 +123,8 @@ public bool ControlIsActuated(float threshold = 0)
123123        /// Mark the interaction has having begun. 
124124        /// </summary> 
125125        /// <remarks> 
126-         /// Note that this  affects the current interaction only. There may  be multiple interactions on a binding 
127-         /// and arbitrary many interactions may  concurrently be in started state. However, only one interaction 
126+         /// This  affects the current interaction only. There might  be multiple interactions on a binding 
127+         /// and arbitrary many interactions might  concurrently be in started state. However, only one interaction 
128128        /// (usually the one that starts first) is allowed to drive the action's state as a whole. If an interaction 
129129        /// that is currently driving an action is canceled, however, the next interaction in the list that has 
130130        /// been started will take over and continue driving the action. 
@@ -161,13 +161,31 @@ public void Started()
161161            m_State . ChangePhaseOfInteraction ( InputActionPhase . Started ,  ref  m_TriggerState ) ; 
162162        } 
163163
164+         /// <summary> 
165+         /// Marks the interaction as being performed and then transitions back to <see cref="InputActionPhase.Waiting"/> 
166+         /// to wait for input. This behavior is desirable for interaction events that are instant and reflect 
167+         /// a transitional interaction pattern such as <see cref="Interactions.PressInteraction"/> or <see cref="Interactions.TapInteraction"/>. 
168+         /// </summary> 
169+         /// <remarks> 
170+         /// Note that this affects the current interaction only. There might be multiple interactions on a binding 
171+         /// and arbitrary many interactions might concurrently be in started state. However, only one interaction 
172+         /// (usually the one that starts first) is allowed to drive the action's state as a whole. If an interaction 
173+         /// that is currently driving an action is canceled, however, the next interaction in the list that has 
174+         /// been started will take over and continue driving the action. 
175+         /// </remarks> 
164176        public  void  Performed ( ) 
165177        { 
166178            if  ( m_TriggerState . phase  ==  InputActionPhase . Waiting ) 
167179                m_TriggerState . startTime  =  time ; 
168180            m_State . ChangePhaseOfInteraction ( InputActionPhase . Performed ,  ref  m_TriggerState ) ; 
169181        } 
170182
183+         /// <summary> 
184+         /// Marks the interaction as being performed and then transitions into I <see cref="InputActionPhase.Started"/> 
185+         /// to wait for an initial trigger condition to be true before being performed again. This behavior 
186+         /// may be desirable for interaction events that reflect transitional interaction patterns but should 
187+         /// be considered as started until a cancellation condition is true, such as releasing a button. 
188+         /// </summary> 
171189        public  void  PerformedAndStayStarted ( ) 
172190        { 
173191            if  ( m_TriggerState . phase  ==  InputActionPhase . Waiting ) 
@@ -176,6 +194,12 @@ public void PerformedAndStayStarted()
176194                phaseAfterPerformed :  InputActionPhase . Started ) ; 
177195        } 
178196
197+         /// <summary> 
198+         /// Marks the interaction as being performed and then stays in that state waiting for an input to 
199+         /// cancel the interactions active state. This behavior is desirable for interaction events that 
200+         /// are active for a duration until a cancellation condition is true, such as <see cref="Interactions.HoldInteraction"/> or <see cref="Interactions.TapInteraction"/> where releasing 
201+         /// the associated button cancels the interaction.. 
202+         /// </summary> 
179203        public  void  PerformedAndStayPerformed ( ) 
180204        { 
181205            if  ( m_TriggerState . phase  ==  InputActionPhase . Waiting ) 
@@ -184,6 +208,16 @@ public void PerformedAndStayPerformed()
184208                phaseAfterPerformed :  InputActionPhase . Performed ) ; 
185209        } 
186210
211+         /// <summary> 
212+         ///  Marks the interaction as being interrupted or aborted. This is relevant to signal that the interaction 
213+         ///  pattern was not completed, for example, the user pressed and then released a button before the minimum 
214+         ///  time required for a <see cref="Interactions.HoldInteraction"/> to complete. 
215+         /// </summary> 
216+         /// <remarks> 
217+         /// This is used by most existing interactions to cancel the transitions in the interaction state machine 
218+         /// when a condition required to proceed turned false or other indirect requirements were not met, such as 
219+         /// time-based conditions. 
220+         /// </remarks> 
187221        public  void  Canceled ( ) 
188222        { 
189223            if  ( m_TriggerState . phase  !=  InputActionPhase . Canceled ) 
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