test
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Indicates what type of change related to an <see cref="InputAction">input action</see> occurred.
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/// </summary>
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/// <seealso cref="InputSystem.onActionChange"/>
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public enum InputActionChange
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{
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/// <summary>
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/// An individual action was enabled.
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/// </summary>
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/// <seealso cref="InputAction.Enable"/>
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ActionEnabled,
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/// <summary>
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/// An individual action was disabled.
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/// </summary>
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/// <seealso cref="InputAction.Disable"/>
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ActionDisabled,
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/// <summary>
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/// An <see cref="InputActionMap">action map</see> was enabled.
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/// </summary>
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/// <seealso cref="InputActionMap.Enable"/>
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ActionMapEnabled,
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/// <summary>
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/// An <see cref="InputActionMap">action map</see> was disabled.
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/// </summary>
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/// <seealso cref="InputActionMap.Disable"/>
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ActionMapDisabled,
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/// <summary>
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/// An <see cref="InputAction"/> was started.
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/// </summary>
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/// <seealso cref="InputAction.started"/>
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/// <seealso cref="InputActionPhase.Started"/>
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ActionStarted,
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/// <summary>
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/// An <see cref="InputAction"/> was performed.
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/// </summary>
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/// <seealso cref="InputAction.performed"/>
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/// <seealso cref="InputActionPhase.Performed"/>
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ActionPerformed,
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/// <summary>
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/// An <see cref="InputAction"/> was canceled.
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/// </summary>
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/// <seealso cref="InputAction.canceled"/>
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/// <seealso cref="InputActionPhase.Canceled"/>
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ActionCanceled,
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/// <summary>
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/// Bindings on an action or set of actions are about to be re-resolved. This is called while <see cref="InputAction.controls"/>
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/// for actions are still untouched and thus still reflect the old binding state of each action.
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/// </summary>
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/// <seealso cref="InputAction.controls"/>
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BoundControlsAboutToChange,
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/// <summary>
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/// Bindings on an action or set of actions have been resolved. This is called after <see cref="InputAction.controls"/>
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/// have been updated.
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/// </summary>
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/// <seealso cref="InputAction.controls"/>
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BoundControlsChanged,
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}
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}
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