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  • Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput

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Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/InputValue.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ namespace UnityEngine.InputSystem
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public class InputValue
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{
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/// <summary>
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/// Read the value as an object.
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/// Read the current value as an object.
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/// </summary>
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/// <remarks>
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/// This method allocates GC memory and will thus create garbage. If used during gameplay,
@@ -36,13 +36,13 @@ public object Get()
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////TODO: add automatic conversions
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/// <summary>
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/// Read the value of the action.
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/// Read the current value of the action.
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/// </summary>
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/// <returns>The current value from the action cast to the specified type.</returns>
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/// <typeparam name="TValue">Type of value to read. This must correspond to the
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/// expected by either <see cref="control"/> or, if it is a composite, by the
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/// <see cref="InputBindingComposite"/> in use.
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/// The type depends on what type of controls the action is bound to. Common types are float and Vector2</typeparam>
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/// 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>
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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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/// <remarks>
@@ -69,7 +69,7 @@ public object Get()
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/// }
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/// </code>
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/// </example>
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/// The given InputValue is only valid for the duration of the callback. Storing the InputValue references somewhere and calling Get&lt;T&gt;() later does not work correctly.
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/// The given <c>InputValue</c> is only valid for the duration of the callback. Storing the <c>InputValue</c> references somewhere and calling Get&lt;T&gt;() later does not work correctly.
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/// </remarks>
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/// <seealso cref="CallbackContext.ReadValue{TValue}"/>
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public TValue Get<TValue>()
@@ -83,7 +83,7 @@ public TValue Get<TValue>()
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////TODO: proper message if value type isn't right
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/// <summary>
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/// Check if the action button is pressed
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/// Check if the action button is pressed.
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/// </summary>
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/// <returns>True if the button is activated over the button threshold. False otherwise</returns>
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/// <remarks>
@@ -109,7 +109,7 @@ public TValue Get<TValue>()
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/// }
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/// </code>
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/// </example>
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/// The given InputValue is only valid for the duration of the callback. Storing the InputValue references somewhere and calling Get&lt;T&gt;() later does not work correctly.
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/// The given <c>InputValue</c> is only valid for the duration of the callback. Storing the <c>InputValue</c> references somewhere and calling Get&lt;T&gt;() later does not work correctly.
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/// </remarks>
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/// <seealso cref="ButtonControl.pressPointOrDefault"/>
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public bool isPressed => Get<float>() >= ButtonControl.s_GlobalDefaultButtonPressPoint;

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