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Code review feedback and auto formatting fix
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  • Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput

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

Lines changed: 7 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -520,7 +520,7 @@ public PlayerNotifications notificationBehavior
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/// This array is only used if <see cref="notificationBehavior"/> is set to
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/// <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
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///
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/// The list of actions will be dependent on the <see cref="InputActionAsset"/> specified in the <see cref="PlayerInput"/> Editor UI.
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/// The list of actions will be dependent on the <see cref="InputActionAsset"/> specified in the <see cref="PlayerInput"/> Editor UI.
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/// </remarks>
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public ReadOnlyArray<ActionEvent> actionEvents
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{
@@ -785,7 +785,7 @@ public ReadOnlyArray<InputDevice> devices
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/// </summary>
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/// <value>True if the player is missing devices required by the control scheme.</value>
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/// <remarks>
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/// This can happen, for example, if the a device is unplugged during the game.
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/// This can happen, for example, if a device is unplugged during the game.
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/// </remarks>
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/// <seealso cref="InputControlScheme.deviceRequirements"/>
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/// <seealso cref="InputUser.hasMissingRequiredDevices"/>
@@ -1986,12 +1986,8 @@ private void SwitchControlSchemeInternal(ref InputControlScheme controlScheme, p
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/// <remarks>
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/// Represents an event invoked in response to actions being triggered.
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///
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/// Contains the Id and name of the action being triggered and the associated UnityAction to handle the action response.
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/// Contains the ID and name of the <see cref="InputAction"/> being triggered and the associated <see cref="UnityAction"/> to handle the action response.
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/// </remarks>
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/// <example>
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/// <code>
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/// </code>
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/// </example>
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/// <seealso cref="PlayerInput.actionEvents"/>
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[Serializable]
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public class ActionEvent : UnityEvent<InputAction.CallbackContext>
@@ -2020,13 +2016,13 @@ public ActionEvent()
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}
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/// <summary>
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/// Construct an action event and associated it with an action.
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/// Construct an action event and associate it with an action.
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/// </summary>
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/// <remarks>
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/// The event will be associated with the specified action. The action must be part of an action asset.
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/// </remarks>
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/// <param name="action">The action to associate with the event. The action must be part of an action asset.</param>
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/// <exception cref="ArgumentNullException">The action is null.</exception>
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/// <exception cref="ArgumentNullException">The action is <c>null</c>.</exception>
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/// <exception cref="ArgumentException">The action is not part of an action asset.</exception>
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public ActionEvent(InputAction action)
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{
@@ -2045,10 +2041,10 @@ public ActionEvent(InputAction action)
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/// Construct an action event and associated it with an action by GUID.
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/// </summary>
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/// <remarks>
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/// The event will be associated with the specified action.
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/// The event will be associated with the specified action.
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/// </remarks>
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/// <param name="actionGUID">Action GUID</param>
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/// <param name="name">name of the action</param>
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/// <param name="name">Name of the action</param>
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public ActionEvent(Guid actionGUID, string name = null)
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{
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m_ActionId = actionGUID.ToString();

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