Closed AlexTyrer closed 4 months ago
Looks like I may need to fix-up some documentation after adding the default parameter.
This change also fails the APIVerificationTests.cs test:
o APIVerificationTests.API_MinorVersionsHaveNoBreakingChanges
Looks like I may need to fix-up some documentation after adding the default parameter.
This change also fails the APIVerificationTests.cs test:
o APIVerificationTests.API_MinorVersionsHaveNoBreakingChanges
Yeah.. maybe we need a overload method to not break the API, unfortunately.
Looks like I may need to fix-up some documentation after adding the default parameter. This change also fails the APIVerificationTests.cs test: o APIVerificationTests.API_MinorVersionsHaveNoBreakingChanges
Yeah.. maybe we need a overload method to not break the API, unfortunately.
I've added a new Change<>() API that takes a non-optional time parameter - this leaves the existing API unchanged.
/ci prv
Closing as do not intend to land in trunk due to API change)
Description
Reduce FastMouse calls to get the current time (one of them is redundant).
Changes made
FastMouse.OnNextUpdate() makes two calls to InputState.Change() - one each for delta and scroll.
This results in two calls to InputRuntime.s_Instance.currentTime inside the InputSystem.Change() to pass as a parameter to the InputSystem UpdateState().
Instead query the current time and pass that as a parameter to the new templated Change<>() function which takes a time parameter. Events have their own internalTime which is used if present.
Checklist
Before review:
Changed
,Fixed
,Added
sections.([case %number%](https://issuetracker.unity3d.com/issues/...))
.Area_CanDoX
,Area_CanDoX_EvenIfYIsTheCase
,Area_WhenIDoX_AndYHappens_ThisIsTheResult
.During merge: CHANGE: FastMouse.OnNextUpdate() now queries the current time and passes it as a parameter to InputState.Change() avoiding a redundant native call (case ISX-1414)
NEW: ___
.FIX: ___
.DOCS: ___
.CHANGE: ___
.RELEASE: 1.1.0-preview.3
.