diff --git a/src/input_mocking.rs b/src/input_mocking.rs index 49542d05..6da037a9 100644 --- a/src/input_mocking.rs +++ b/src/input_mocking.rs @@ -132,13 +132,13 @@ pub trait MockInput { /// Presses all `bevy::ui` buttons with the matching `Marker` component /// - /// Changes their [`Interaction`] component to [`Interaction::Clicked`] + /// Changes their [`Interaction`] component to [`Interaction::Pressed`] #[cfg(feature = "ui")] fn click_button(&mut self); /// Hovers over all `bevy::ui` buttons with the matching `Marker` component /// - /// Changes their [`Interaction`] component to [`Interaction::Clicked`] + /// Changes their [`Interaction`] component to [`Interaction::Pressed`] #[cfg(feature = "ui")] fn hover_button(&mut self); } diff --git a/src/plugin.rs b/src/plugin.rs index d1398eac..21f96124 100644 --- a/src/plugin.rs +++ b/src/plugin.rs @@ -31,7 +31,7 @@ use bevy::ui::UiSystem; /// All systems added by this plugin can be dynamically enabled and disabled by setting the value of the [`ToggleActions`] resource is set. /// This can be useful when working with states to pause the game, navigate menus or so on. /// -/// **WARNING:** These systems run during [`CoreSet::PreUpdate`]. +/// **WARNING:** These systems run during [`PreUpdate`]. /// If you have systems that care about inputs and actions that also run during this stage, /// you must define an ordering between your systems or behavior will be very erratic. /// The stable system sets for these systems are available under [`InputManagerSystem`] enum. diff --git a/src/press_scheduler.rs b/src/press_scheduler.rs index 8ebf3ccc..d9921188 100644 --- a/src/press_scheduler.rs +++ b/src/press_scheduler.rs @@ -1,7 +1,7 @@ //! This module contains [`PressScheduler`] and its supporting methods and impls. //! //! The [`PressScheduler`] is an optional addition to an [`InputManagerBundle`](crate::InputManagerBundle), -//! which allows for a system that runs in [`CoreSet::Update`] later to correctly press an action. +//! which allows for a system that runs in [`Update`] later to correctly press an action. //! Directly using [`ActionState::press`] would not work, as inputs submitted late would be wiped out by the input manager systems. //! With this type, the action is pressed on the next time said systems run, making it so other systems can react to it correctly. diff --git a/src/systems.rs b/src/systems.rs index 5c1a6e2b..93f6b0ea 100644 --- a/src/systems.rs +++ b/src/systems.rs @@ -257,8 +257,8 @@ pub fn release_on_disable( /// Release all inputs when an [`InputMap`] is removed to prevent them from being held forever. /// -/// By default, [`InputManagerPlugin`](crate::plugin::InputManagerPlugin) will run this on [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate). -/// For components you must remove the [`InputMap`] before [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate) +/// By default, [`InputManagerPlugin`](crate::plugin::InputManagerPlugin) will run this on [`PostUpdate`](bevy::prelude::PostUpdate). +/// For components you must remove the [`InputMap`] before [`PostUpdate`](bevy::prelude::PostUpdate) /// or this will not run. pub fn release_on_input_map_removed( mut removed_components: RemovedComponents>,