FIX: Timers on interactions sometimes triggering erroneously (case 1251231). #1474
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Fixes 1251231 (FogBugz).
Description
Say you have a "Hold" on a "Shift+B" binding like so:
Then depending on the order that shift and B were pressed in, you'd sometimes see the action spuriously getting triggered when no input was received.
The problem is that the current
InputActionState.StartTimeout
andInputActionState.StopTimeout
code assume that thebindingIndex
andcontrolIndex
passed toStopTimeout
is the same as that passed toStartTimeout
. If that is not the case, an existing timeout will not be removed.Changes made
Removed the explicit
bindingIndex
andcontrolIndex
parameters. We already have the assumption that any giveninteractionIndex
can have only one associated timer running. So instead, we now retain themonitorIndex
and store it in theInteractionState
. Thus,StopTimeout
works regardless of what the currently active control is.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:
NEW: ___
.FIX: ___
.DOCS: ___
.CHANGE: ___
.RELEASE: 1.1.0-preview.3
.