Rephrase comment about Local<T> for clarity. (Adopted) (#11129)

# Objective

- Finish PR #10322

## Solution

- Rebase changes in PR #10322 and format the changes.

Co-authored-by: Mauer-Oats <maueroats@users.noreply.github.com>
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Tygyh 2024-02-01 10:42:44 +01:00 committed by GitHub
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@ -224,8 +224,9 @@ fn exclusive_player_system(world: &mut World) {
}
// Sometimes systems need to be stateful. Bevy's ECS provides the `Local` system parameter
// for this case. A `Local<T>` refers to a value owned by the system of type `T`, which is automatically
// initialized using `T`'s `FromWorld`* implementation. In this system's `Local` (`counter`), `T` is `u32`.
// for this case. A `Local<T>` refers to a value of type `T` that is owned by the system.
// This value is automatically initialized using `T`'s `FromWorld`* implementation upon the system's initialization upon the system's initialization.
// In this system's `Local` (`counter`), `T` is `u32`.
// Therefore, on the first turn, `counter` has a value of 0.
//
// *: `FromWorld` is a trait which creates a value using the contents of the `World`.