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)
This commit is contained in:
shuo 2023-03-01 10:20:56 +00:00
parent acfd53a0fc
commit 002c9d8b7f
8 changed files with 8 additions and 8 deletions

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@ -286,7 +286,7 @@ impl AssetServer {
/// By default the `ROOT` is the directory of the Application, but this can be overridden by
/// setting the `"BEVY_ASSET_ROOT"` or `"CARGO_MANIFEST_DIR"` environment variable
/// (see <https://doc.rust-lang.org/cargo/reference/environment-variables.html>)
/// to another directory. When the application is run through Cargo, then
/// to another directory. When the application is run through Cargo, then
/// `"CARGO_MANIFEST_DIR"` is automatically set to the root folder of your crate (workspace).
///
/// The name of the asset folder is set inside the

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@ -404,7 +404,7 @@ impl Archetype {
/// Fetches the row in the [`Table`] where the components for the entity at `index`
/// is stored.
///
/// An entity's archetype row can be fetched from [`EntityLocation::archetype_row`], which
/// An entity's archetype row can be fetched from [`EntityLocation::archetype_row`], which
/// can be retrieved from [`Entities::get`].
///
/// # Panics

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@ -393,7 +393,7 @@ impl<'w, 's, Q: WorldQuery, F: ReadOnlyWorldQuery, const K: usize>
}
// Iterator type is intentionally implemented only for read-only access.
// Doing so for mutable references would be unsound, because calling `next`
// Doing so for mutable references would be unsound, because calling `next`
// multiple times would allow multiple owned references to the same data to exist.
impl<'w, 's, Q: ReadOnlyWorldQuery, F: ReadOnlyWorldQuery, const K: usize> Iterator
for QueryCombinationIter<'w, 's, Q, F, K>

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@ -349,7 +349,7 @@ pub mod common_conditions {
move |query: Query<(), With<T>>| !query.is_empty()
}
/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
///
/// # Examples
///

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@ -223,7 +223,7 @@ impl TaskPool {
///
/// // The ordering is deterministic if you only spawn directly from the closure function.
/// let results = pool.scope(|s| {
/// s.spawn(async { 0 });
/// s.spawn(async { 0 });
/// s.spawn(async { 1 });
/// });
/// assert_eq!(&results[..], &[0, 1]);

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@ -87,7 +87,7 @@ impl FontAtlasSet {
.size
.height
.max(glyph_texture.texture_descriptor.size.width);
// Pick the higher of 512 or the smallest power of 2 greater than glyph_max_size
// Pick the higher of 512 or the smallest power of 2 greater than glyph_max_size
let containing = (1u32 << (32 - glyph_max_size.leading_zeros())).max(512) as f32;
font_atlases.push(FontAtlas::new(
textures,

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@ -53,7 +53,7 @@ fn setup(
},
);
// Or it can modify the rotation of the transform.
// To find the entity to modify, the hierarchy will be traversed looking for
// To find the entity to modify, the hierarchy will be traversed looking for
// an entity with the right name at each level
animation.add_curve_to_path(
EntityPath {

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@ -3,7 +3,7 @@
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
//!
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
use bevy::prelude::*;