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Fixed formatting in GamepadButtonPropertyDrawer.cs
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Packages/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/GamepadButtonPropertyDrawer.cs

Lines changed: 10 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -1,8 +1,8 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEditor;
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using UnityEngine.UIElements;
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using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEditor;
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using UnityEngine.UIElements;
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#if UNITY_EDITOR
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namespace UnityEngine.InputSystem.Editor
@@ -77,7 +77,7 @@ private void CreateEnumList()
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SetEnumDisplayNames(enumNamesAndValues);
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}
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// Sorts the values so that they get displayed consistently, and assigns them for being drawn.
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// Sorts the values so that they get displayed consistently, and assigns them for being drawn.
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private void SetEnumDisplayNames(Dictionary<string, int> enumNamesAndValues)
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{
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m_EnumValues = new int[enumNamesAndValues.Count];
@@ -89,10 +89,10 @@ private void SetEnumDisplayNames(Dictionary<string, int> enumNamesAndValues)
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Array.Sort(m_EnumValues, m_EnumDisplayNames);
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}
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// Ensures mapping between displayed value and actual value is consistent. Issues arise when there are gaps in the enum values (ie 0, 1, 13).
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// Ensures mapping between displayed value and actual value is consistent. Issues arise when there are gaps in the enum values (ie 0, 1, 13).
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private int GetEnumIndex(int enumValue)
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{
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for (int i = 0; i<m_EnumValues.Length; i++)
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for (int i = 0; i < m_EnumValues.Length; i++)
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{
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if (enumValue == m_EnumValues[i])
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{
@@ -104,6 +104,6 @@ private int GetEnumIndex(int enumValue)
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private int[] m_EnumValues;
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private string[] m_EnumDisplayNames;
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}
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}
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}
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}
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#endif // UNITY_EDITOR

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