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Packages/com.unity.inputsystem/InputSystem/Actions/InputInteractionContext.cs

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -164,7 +164,7 @@ public void Started()
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/// <summary>
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/// Marks the interaction as being performed and then transitions back to <see cref="InputActionPhase.Waiting"/>
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/// to wait for input. This behavior is desirable for interaction events that are instant and reflect
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/// a transitional interaction pattern such as <see cref="Interactions.PressInteraction"/> or <see cref="Interactions.TapInteraction"/>.
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/// a transitional interaction pattern such as <see cref="Interactions.PressInteraction"/> or <see cref="Interactions.TapInteraction"/>.
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/// </summary>
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/// <remarks>
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/// Note that this affects the current interaction only. There might be multiple interactions on a binding
@@ -180,7 +180,6 @@ public void Performed()
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m_State.ChangePhaseOfInteraction(InputActionPhase.Performed, ref m_TriggerState);
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}
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/// <summary>
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/// Marks the interaction as being performed and then transitions into I <see cref="InputActionPhase.Started"/>
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/// to wait for an initial trigger condition to be true before being performed again. This behavior
@@ -199,7 +198,7 @@ public void PerformedAndStayStarted()
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/// Marks the interaction as being performed and then stays in that state waiting for an input to
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/// cancel the interactions active state. This behavior is desirable for interaction events that
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/// are active for a duration until a cancellation condition is true, such as <see cref="Interactions.HoldInteraction"/> or <see cref="Interactions.TapInteraction"/> where releasing
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/// the associated button cancels the interaction..
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/// the associated button cancels the interaction..
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/// </summary>
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public void PerformedAndStayPerformed()
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{

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