fix whitespaces in comment (#7853)
fix double whitespaces in comments. (I know it's dumb commit, while reading code, double spaces hurts a little... :P)
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@ -286,7 +286,7 @@ impl AssetServer {
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/// By default the `ROOT` is the directory of the Application, but this can be overridden by
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/// setting the `"BEVY_ASSET_ROOT"` or `"CARGO_MANIFEST_DIR"` environment variable
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/// (see <https://doc.rust-lang.org/cargo/reference/environment-variables.html>)
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/// to another directory. When the application is run through Cargo, then
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/// to another directory. When the application is run through Cargo, then
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/// `"CARGO_MANIFEST_DIR"` is automatically set to the root folder of your crate (workspace).
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///
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/// The name of the asset folder is set inside the
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@ -404,7 +404,7 @@ impl Archetype {
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/// Fetches the row in the [`Table`] where the components for the entity at `index`
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/// is stored.
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///
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/// An entity's archetype row can be fetched from [`EntityLocation::archetype_row`], which
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/// An entity's archetype row can be fetched from [`EntityLocation::archetype_row`], which
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/// can be retrieved from [`Entities::get`].
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///
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/// # Panics
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@ -393,7 +393,7 @@ impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery, const K: usize>
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}
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// Iterator type is intentionally implemented only for read-only access.
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// Doing so for mutable references would be unsound, because calling `next`
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// Doing so for mutable references would be unsound, because calling `next`
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// multiple times would allow multiple owned references to the same data to exist.
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impl<'w, 's, Q: ReadOnlyWorldQuery, F: ReadOnlyWorldQuery, const K: usize> Iterator
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for QueryCombinationIter<'w, 's, Q, F, K>
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@ -349,7 +349,7 @@ pub mod common_conditions {
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move |query: Query<(), With<T>>| !query.is_empty()
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}
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/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
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/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
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///
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/// # Examples
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///
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@ -223,7 +223,7 @@ impl TaskPool {
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///
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/// // The ordering is deterministic if you only spawn directly from the closure function.
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/// let results = pool.scope(|s| {
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/// s.spawn(async { 0 });
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/// s.spawn(async { 0 });
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/// s.spawn(async { 1 });
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/// });
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/// assert_eq!(&results[..], &[0, 1]);
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@ -87,7 +87,7 @@ impl FontAtlasSet {
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.size
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.height
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.max(glyph_texture.texture_descriptor.size.width);
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// Pick the higher of 512 or the smallest power of 2 greater than glyph_max_size
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// Pick the higher of 512 or the smallest power of 2 greater than glyph_max_size
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let containing = (1u32 << (32 - glyph_max_size.leading_zeros())).max(512) as f32;
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font_atlases.push(FontAtlas::new(
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textures,
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@ -53,7 +53,7 @@ fn setup(
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},
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);
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// Or it can modify the rotation of the transform.
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// To find the entity to modify, the hierarchy will be traversed looking for
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// To find the entity to modify, the hierarchy will be traversed looking for
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// an entity with the right name at each level
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animation.add_curve_to_path(
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EntityPath {
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@ -3,7 +3,7 @@
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//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
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//! can be used to great effect to ensure that you handle setup and teardown appropriately.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
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use bevy::prelude::*;
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