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| </syntaxhighlight> | | </syntaxhighlight> |
| | | |
− | You can also convert <samp>SButton</samp> to the other constants. This uses a <samp>TryGet</samp> approach since <samp>SButton</samp> is a superset of the others (''e.g.'', you can't convert <samp>SButton.ControllerA</samp> to a keyboard value): | + | You can also convert <samp>SButton</samp> to the other constants. This uses a <samp>TryGet</samp> approach since <samp>SButton</samp> is a superset of the others (''e.g.,'' you can't convert <samp>SButton.ControllerA</samp> to a keyboard value): |
| <syntaxhighlight lang="c#"> | | <syntaxhighlight lang="c#"> |
| SButton value = SButton.A; | | SButton value = SButton.A; |
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| |- | | |- |
| | <code>GetState()</code> | | | <code>GetState()</code> |
− | | Get the overall [[#Check button state|keybind state relative to the previous tick]]. This state is transitive across keybinds; ''e.g.'',if the player releases one keybind and immediately presses another within the list, the overall state is <samp>Held</samp>. | + | | Get the overall [[#Check button state|keybind state relative to the previous tick]]. This state is transitive across keybinds; ''e.g.,''if the player releases one keybind and immediately presses another within the list, the overall state is <samp>Held</samp>. |
| |- | | |- |
| | <code>IsDown()</code> | | | <code>IsDown()</code> |
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| |- | | |- |
| | <code>ToString()</code> | | | <code>ToString()</code> |
− | | Get a string representation of the input binding (''e.g.'', <code>"F2, LeftShift + S"</code>). | + | | Get a string representation of the input binding (''e.g.,'' <code>"F2, LeftShift + S"</code>). |
| |} | | |} |
| | | |