Fix typos. (#9922)

# Objective

- Have docs with fewer typos.1

## Solution

- Fix typos as they are found.
This commit is contained in:
Bruce Mitchener 2023-09-26 01:35:46 +07:00 committed by GitHub
parent 8ace2ff9e3
commit ae95ba5278
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 8 additions and 8 deletions

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@ -279,7 +279,7 @@ impl<C: Component + Reflect + FromWorld> FromType<C> for ReflectComponent {
},
reflect_unchecked_mut: |entity| {
// SAFETY: reflect_unchecked_mut is an unsafe function pointer used by
// `reflect_unchecked_mut` which must be called with an UnsafeEntityCell with access to the the component `C` on the `entity`
// `reflect_unchecked_mut` which must be called with an UnsafeEntityCell with access to the component `C` on the `entity`
unsafe {
entity.get_mut::<C>().map(|c| Mut {
value: c.value as &mut dyn Reflect,

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@ -254,7 +254,7 @@ pub struct StandardMaterial {
/// - It will look weird on bent/non-planar surfaces.
/// - The depth of the pixel does not reflect its visual position, resulting
/// in artifacts for depth-dependent features such as fog or SSAO.
/// - For the same reason, the the geometry silhouette will always be
/// - For the same reason, the geometry silhouette will always be
/// the one of the actual geometry, not the parallaxed version, resulting
/// in awkward looks on intersecting parallaxed surfaces.
///

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@ -156,7 +156,7 @@ impl<A: RenderAsset> RenderAssets<A> {
}
}
/// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
/// This system extracts all created or modified assets of the corresponding [`RenderAsset`] type
/// into the "render world".
fn extract_render_asset<A: RenderAsset>(
mut commands: Commands,

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@ -551,8 +551,8 @@ mod tests {
world.despawn(ui_entity);
// `ui_layout_system` will recieve a `RemovedComponents<Node>` event for `ui_entity`
// and remove `ui_entity` from `ui_node` from the internal layout tree
// `ui_layout_system` will receive a `RemovedComponents<Node>` event for `ui_entity`
// and remove `ui_entity` from `ui_node` from the internal layout tree
ui_schedule.run(&mut world);
let ui_surface = world.resource::<UiSurface>();

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@ -73,7 +73,7 @@ macro_rules! define_boxed_label {
($label_trait_name:ident) => {
/// A strongly-typed label.
pub trait $label_trait_name: 'static + Send + Sync + ::std::fmt::Debug {
/// Return's the [`TypeId`] of this label, or the the ID of the
/// Return's the [`TypeId`] of this label, or the ID of the
/// wrapped label type for `Box<dyn
#[doc = stringify!($label_trait_name)]
/// >`

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@ -1054,7 +1054,7 @@ pub struct EnabledButtons {
///
/// macOS note: When [`Window`] `resizable` member is set to `false`
/// the maximize button will be disabled regardless of this value.
/// Additionaly, when `resizable` is set to `true` the window will
/// Additionally, when `resizable` is set to `true` the window will
/// be maximized when its bar is double-clicked regardless of whether
/// the maximize button is enabled or not.
pub maximize: bool,

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@ -67,7 +67,7 @@ pub static ANDROID_APP: std::sync::OnceLock<AndroidApp> = std::sync::OnceLock::n
/// events.
///
/// This plugin will add systems and resources that sync with the `winit` backend and also
/// replace the exising [`App`] runner with one that constructs an [event loop](EventLoop) to
/// replace the existing [`App`] runner with one that constructs an [event loop](EventLoop) to
/// receive window and input events from the OS.
#[derive(Default)]
pub struct WinitPlugin;