Skip to content

Commit 6100e1a

Browse files
committed
format
1 parent 5fe7190 commit 6100e1a

File tree

4 files changed

+8
-9
lines changed

4 files changed

+8
-9
lines changed

Assets/Tests/InputSystem/Plugins/OnScreenTests.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -372,15 +372,15 @@ public void Devices_DisablingLastOnScreenControlDoesReportActiveControl()
372372
var gameObject = new GameObject();
373373

374374
Assert.That(OnScreenControl.HasAnyActive, Is.False);
375-
375+
376376
var buttonA = gameObject.AddComponent<OnScreenButton>();
377377

378378
Assert.That(OnScreenControl.HasAnyActive, Is.True);
379379

380380
var buttonB = gameObject.AddComponent<OnScreenButton>();
381381
buttonA.controlPath = "/<Keyboard>/a";
382382
buttonB.controlPath = "/<Keyboard>/b";
383-
383+
384384
Assert.That(OnScreenControl.HasAnyActive, Is.True);
385385

386386
buttonA.enabled = false;

Assets/Tests/InputSystem/Plugins/PlayerInputTests.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -670,7 +670,7 @@ public void PlayerInput_AutoSwitchControlSchemesInSinglePlayerWithOnScreenContro
670670
{
671671
var keyboard = InputSystem.AddDevice<Keyboard>();
672672
var mouse = InputSystem.AddDevice<Mouse>();
673-
673+
674674
var go = new GameObject();
675675

676676
var onScreenButton = go.AddComponent<OnScreenButton>();

Packages/com.unity.inputsystem/InputSystem/Plugins/OnScreen/OnScreenControl.cs

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -35,13 +35,13 @@ namespace UnityEngine.InputSystem.OnScreen
3535
/// types of device layouts (e.g. one control references 'buttonWest' on
3636
/// a gamepad and another references 'leftButton' on a mouse), then a device
3737
/// is created for each type referenced by the setup.
38-
///
38+
///
3939
/// The <see cref="OnScreenControl"/> works by simulating events from the device specified in the <see cref="OnScreenControl.controlPath"/>
4040
/// property. Some parts of the Input System, such as the <see cref="PlayerInput"/> component, can be set up to
4141
/// auto-switch <see cref="PlayerInput.neverAutoSwitchControlSchemes"/> to a new device when input from them is detected.
4242
/// When a device is switched, any currently running inputs from the previously active device are cancelled.
4343
///
44-
/// To avoid this situation, you need to ensure, depending on your case, that the Mouse, Pen, Touchsceen and/or XRController devices are not used in a concurent
44+
/// To avoid this situation, you need to ensure, depending on your case, that the Mouse, Pen, Touchsceen and/or XRController devices are not used in a concurent
4545
/// control schemes of the simulated device.
4646
/// </remarks>
4747
public abstract class OnScreenControl : MonoBehaviour
@@ -217,8 +217,7 @@ protected void SentDefaultValueToControl()
217217
InputSystem.QueueEvent(m_InputEventPtr);
218218
}
219219

220-
221-
// Used by PlayerInput auto switch for scheme to prevent using Pointer device.
220+
// Used by PlayerInput auto switch for scheme to prevent using Pointer device.
222221
internal static bool HasAnyActive => s_nbActiveInstances != 0;
223222
private static int s_nbActiveInstances = 0;
224223

Packages/com.unity.inputsystem/InputSystem/Plugins/OnScreen/OnScreenStick.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -25,12 +25,12 @@ namespace UnityEngine.InputSystem.OnScreen
2525
/// property. Some parts of the Input System, such as the <see cref="PlayerInput"/> component, can be set up to
2626
/// auto-switch <see cref="PlayerInput.neverAutoSwitchControlSchemes"/> to a new device when input from them is detected.
2727
/// When a device is switched, any currently running inputs from the previously active device are cancelled.
28-
/// In the case of <see cref="OnScreenStick"/>, this can mean that the <see cref="IPointerUpHandler.OnPointerUp"/> method will be called
28+
/// In the case of <see cref="OnScreenStick"/>, this can mean that the <see cref="IPointerUpHandler.OnPointerUp"/> method will be called
2929
/// and the stick will jump back to center, even though the pointer input has not physically been released.
3030
///
3131
/// To avoid this situation, set the <see cref="useIsolatedInputActions"/> property to true. This will create a set of local
3232
/// Input Actions to drive the stick that are not cancelled when device switching occurs.
33-
/// You might also need to ensure, depending on your case, that the Mouse, Pen, Touchsceen and/or XRController devices are not used in a concurent
33+
/// You might also need to ensure, depending on your case, that the Mouse, Pen, Touchsceen and/or XRController devices are not used in a concurent
3434
/// control schemes of the simulated device.
3535
/// </remarks>
3636
[AddComponentMenu("Input/On-Screen Stick")]

0 commit comments

Comments
 (0)