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Fixing xmldoc violations.
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Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1075,21 +1075,22 @@ public unsafe object ReadValueAsObject()
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/// <returns>Returns the current level of control actuation (usually [0..1]) or -1 if
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/// the control is actuated but does not support computing magnitudes.</returns>
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/// <remarks>
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/// <para>
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/// Magnitudes do not make sense for all types of controls. Controls that have no meaningful magnitude
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/// will return -1 when calling this method. Any negative magnitude value should be considered an invalid value.
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/// </para>
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/// <para>
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/// The magnitude returned by an action is usually determined by the
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/// <see cref="InputControl"/> that triggered the action, i.e. by the
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/// control referenced from <see cref="activeControl"/>.
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/// control referenced from <see cref="activeControl"/>. See <see cref="InputControl.EvaluateMagnitude()"/> and
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/// <see cref="InputBindingComposite.EvaluateMagnitude"/> for additional information.
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/// </para>
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/// <para>
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/// However, if the binding that triggered is a composite, then the composite
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/// will determine the magnitude and not the individual control that triggered.
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/// Instead, the value of the control that triggered the action will be fed into the composite magnitude calculation.
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/// </para>
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/// </remarks>
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/// <seealso cref="InputControl.EvaluateMagnitude()"/>
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/// <seealso cref="InputBindingComposite.EvaluateMagnitude"/>
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public unsafe float GetControlMagnitude()
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{
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var state = GetOrCreateActionMap().m_State;
@@ -1809,8 +1810,8 @@ internal int BindingIndexOnMapToBindingIndexOnAction(int indexOfBindingOnMap)
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/// The callback context provides you with a way to consume events (push-based input) as part of an update when using
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/// input action callback notifications. For example, <see cref="InputAction.started"/>,
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/// <see cref="InputAction.performed"/>, <see cref="InputAction.canceled"/> rather than relying on
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/// pull-based reading. Also see <see href="https://docs.unity3d.com/Packages/[email protected]/manual/RespondingToActions.html">
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/// Responding To Actions</see> for additional information on differences between callbacks and polling.
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/// pull-based reading. Also see <a href="https://docs.unity3d.com/Packages/[email protected]/manual/RespondingToActions.html">
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/// Responding To Actions</a> for additional information on differences between callbacks and polling.
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/// </para>
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/// <para>
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/// Use this struct to read the current input value through any of the read-method overloads:

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