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Moved example out of remarks
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Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs

Lines changed: 5 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -2191,11 +2191,11 @@ public unsafe void ReadValue(void* buffer, int bufferSize)
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/// <exception cref="InvalidOperationException">The given type <typeparamref name="TValue"/>
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/// does not match the value type expected by the control or binding composite.</exception>
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/// <seealso cref="InputAction.ReadValue{TValue}"/>
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/// <seealso cref="ReadValue(void*,int)"/>
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/// <seealso cref="ReadValue"/>
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/// <seealso cref="ReadValueAsObject"/>
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/// <remarks>
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/// The following example shows how to read the current value of a specific type:
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///
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
@@ -2229,7 +2229,6 @@ public unsafe void ReadValue(void* buffer, int bufferSize)
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public TValue ReadValue<TValue>()
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where TValue : struct
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{
@@ -2253,6 +2252,7 @@ public TValue ReadValue<TValue>()
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/// If the currently active control is a <see cref="ButtonControl"/>, the <see cref="ButtonControl.pressPoint"/>
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/// of the button will be taken into account (if set). If there is no custom button press point, the
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/// global <see cref="InputSettings.defaultButtonPressPoint"/> will be used.
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
@@ -2286,7 +2286,6 @@ public TValue ReadValue<TValue>()
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
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/// <seealso cref="ButtonControl.pressPoint"/>
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public bool ReadValueAsButton()
@@ -2306,6 +2305,7 @@ public bool ReadValueAsButton()
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/// <remarks>
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/// This method allocates GC heap memory due to boxing. Using it during normal gameplay will lead
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/// to frame-rate instabilities.
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
@@ -2343,7 +2343,6 @@ public bool ReadValueAsButton()
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="ReadValue{TValue}"/>
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/// <seealso cref="InputAction.ReadValueAsObject"/>
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public object ReadValueAsObject()
@@ -2360,7 +2359,7 @@ public object ReadValueAsObject()
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/// <remarks>
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/// The following example illustrates how to log callback context to console when a callback is received
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/// for debugging purposes:
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///
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/// </remarks>
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/// <example>
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/// <code>
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/// using UnityEngine;
@@ -2388,7 +2387,6 @@ public object ReadValueAsObject()
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public override string ToString()
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{
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return $"{{ action={action} phase={phase} time={time} control={control} value={ReadValueAsObject()} interaction={interaction} }}";

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