diff --git a/src/clashing_inputs.rs b/src/clashing_inputs.rs index 57ec0327..ef0428ba 100644 --- a/src/clashing_inputs.rs +++ b/src/clashing_inputs.rs @@ -110,7 +110,7 @@ impl InputMap { let mut clashes = Vec::default(); for action_pair in A::variants().combinations(2) { - let action_a = action_pair.get(0).unwrap().clone(); + let action_a = action_pair.first().unwrap().clone(); let action_b = action_pair.get(1).unwrap().clone(); if let Some(clash) = self.possible_clash(action_a, action_b) { diff --git a/src/plugin.rs b/src/plugin.rs index 140c0c71..a8478886 100644 --- a/src/plugin.rs +++ b/src/plugin.rs @@ -29,7 +29,7 @@ use bevy::ui::UiSystem; /// Each variant represents a "virtual button" whose state is stored in an [`ActionState`] struct. /// /// Each [`InputManagerBundle`](crate::InputManagerBundle) contains: -/// - an [`InputMap`](crate::input_map::InputMap) component, which stores an entity-specific mapping between the assorted input streams and an internal representation of "actions" +/// - an [`InputMap`] component, which stores an entity-specific mapping between the assorted input streams and an internal representation of "actions" /// - an [`ActionState`] component, which stores the current input state for that entity in an source-agnostic fashion /// /// If you have more than one distinct type of action (e.g. menu actions, camera actions and player actions), consider creating multiple `Actionlike` enums @@ -185,7 +185,7 @@ impl Plugin for InputManagerPlugin { } } -/// Controls whether or not the [`ActionState`] / [`InputMap`](crate::input_map::InputMap) pairs of type `A` are active +/// Controls whether or not the [`ActionState`] / [`InputMap`] pairs of type `A` are active /// /// If this resource does not exist, actions work normally, as if `ToggleActions::enabled == true`. #[derive(Resource)]