diff --git a/osu.Game/Input/ActionMappingInputManager.cs b/osu.Game/Input/ActionMappingInputManager.cs index 21f273cab9..43d89ef1de 100644 --- a/osu.Game/Input/ActionMappingInputManager.cs +++ b/osu.Game/Input/ActionMappingInputManager.cs @@ -30,7 +30,7 @@ namespace osu.Game.Input /// /// A reference to identify the current . Used to lookup mappings. Null for global mappings. /// An optional variant for the specified . Used when a ruleset has more than one possible keyboard layouts. - /// Specify how to deal with multiple matches of combinations and actions. + /// Specify how to deal with multiple matches of s and s. protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None) { this.ruleset = ruleset; @@ -114,17 +114,19 @@ namespace osu.Game.Input public enum ConcurrentActionMode { /// - /// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released. + /// One action can be pressed at once. The first action matching a chord will take precedence and no other action will be pressed until it has first been released. /// None, /// - /// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once. - /// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data. + /// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once. + /// If one action has multiple bindings, only the first will trigger an . + /// The last binding to be released will trigger an . /// UniqueActions, /// - /// Both unique actions and the same action can be concurrently actuated. - /// Same as , but multiple bindings for the same action will individually add actuation and de-actuation data to events. + /// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once (same as ). + /// In addition to this, multiple are fired for single actions, even if has not yet been fired. + /// The same goes for , which is fired for each matching binding that is released. /// UniqueAndSameActions, }