Remove outdated Documentation (#1178)
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@ -107,7 +107,6 @@ fn score_system(mut query: Query<(&Player, &mut Score)>) {
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// This system runs on all entities with the "Player" and "Score" components, but it also
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// This system runs on all entities with the "Player" and "Score" components, but it also
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// accesses the "GameRules" resource to determine if a player has won.
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// accesses the "GameRules" resource to determine if a player has won.
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// NOTE: resources must always come before worlds/queries in system functions
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fn score_check_system(
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fn score_check_system(
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game_rules: Res<GameRules>,
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game_rules: Res<GameRules>,
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mut game_state: ResMut<GameState>,
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mut game_state: ResMut<GameState>,
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@ -174,7 +173,6 @@ fn startup_system(commands: &mut Commands, mut game_state: ResMut<GameState>) {
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// Normal systems cannot safely access the World instance directly because they run in parallel.
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// Normal systems cannot safely access the World instance directly because they run in parallel.
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// Our World contains all of our components, so mutating arbitrary parts of it in parallel is not thread safe.
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// Our World contains all of our components, so mutating arbitrary parts of it in parallel is not thread safe.
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// Command buffers give us the ability to queue up changes to our World without directly accessing it
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// Command buffers give us the ability to queue up changes to our World without directly accessing it
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// NOTE: Command buffers must always come before resources and queries in system functions
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fn new_player_system(
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fn new_player_system(
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commands: &mut Commands,
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commands: &mut Commands,
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game_rules: Res<GameRules>,
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game_rules: Res<GameRules>,
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