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README.md

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@@ -54,7 +54,7 @@ Use build in file generator to create new instances for any of these types.
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```cs
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/// Base class for every controller.
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// NOTE: This class allows the usage of [Injected] systems, services and controller.
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/// NOTE: This class allows the usage of [Injected] systems, services and controller.
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public abstract class Controller {
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/// A reference to the controller.
@@ -66,12 +66,12 @@ public abstract class Controller {
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public virtual void OnInitialized ();
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/// Method invoked when the controller updates, will be called every frame.
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public virtual void OnUpdate ();
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// Method invoked when the controller is drawing the gizmos, will be called
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// every gizmos draw call.
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/// Method invoked when the controller is drawing the gizmos, will be called
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/// every gizmos draw call.
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public virtual void OnDrawGui ();
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// Register your systems and services to the controller. This can only be
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// done during 'OnInitialize' cycle.
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/// Register your systems and services to the controller. This can only be
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/// done during 'OnInitialize' cycle.
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public void Register (params System.Type[] typesOf);
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/// Enables systems.
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public void EnableSystems (params System.Type[] typesOf);
@@ -98,7 +98,7 @@ public abstract class Controller {
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```cs
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/// Base class for every entity component.
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// NOTE: This class allows the usage of [Referenced] and [Protected] objects and primitives.
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/// NOTE: This class allows the usage of [Referenced] and [Protected] objects and primitives.
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public abstract class EntityComponent<EntityComponentType, EntitySystemType> : UnityEngine.MonoBehaviour, IEntityComponent
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where EntityComponentType : EntityComponent<EntityComponentType, EntitySystemType>, new()
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where EntitySystemType : EntitySystem<EntitySystemType, EntityComponentType>, new() {
@@ -139,7 +139,7 @@ public abstract class EntityComponent<EntityComponentType, EntitySystemType> : U
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```cs
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/// Base class for every entity system.
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// NOTE: This class allows the usage of [Injected] systems, services and controller.
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/// NOTE: This class allows the usage of [Injected] systems, services and controller.
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public abstract class EntitySystem<EntitySystemType, EntityComponentType> : IEntitySystem
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where EntitySystemType : EntitySystem<EntitySystemType, EntityComponentType>, new()
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where EntityComponentType : EntityComponent<EntityComponentType, EntitySystemType>, new() {
@@ -155,41 +155,41 @@ public abstract class EntitySystem<EntitySystemType, EntityComponentType> : IEnt
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/// Defines whether the system has instantiated entity components.
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public bool hasEntities;
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/// Method invoked when the system will initialize.
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/// Method invoked when the system will initialize.
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public virtual void OnInitialize ();
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/// Method invoked when the system is initialized.
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public virtual void OnInitialized ();
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/// Method invoked when the physics update, will be called every fixed frame.
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/// NOTE: Define the ECS_PHYSICS scripting symbol to use this method.
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public virtual void OnPhysics ();
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// Method invoked when the system is drawing the gizmos, will be called
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// every gizmos draw call.
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/// Method invoked when the system is drawing the gizmos, will be called
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/// every gizmos draw call.
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public virtual void OnUpdate ();
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/// Method invoked when the camera renders, will be called every late frame.
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/// NOTE: Define the ECS_RENDER scripting symbol to use this method.
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public virtual void OnRender ();
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// Method invoked when the system is drawing the gizmos, will be called
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// every gizmos draw call.
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/// Method invoked when the system is drawing the gizmos, will be called
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/// every gizmos draw call.
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public virtual void OnDrawGizmos ();
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// Method invoked when the system is drawing the gui, will be called every
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// on gui draw call.
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/// Method invoked when the system is drawing the gui, will be called every
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/// on gui draw call.
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public virtual void OnDrawGui ();
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// Method invoked when the system becomes enabled.
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/// Method invoked when the system becomes enabled.
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public virtual void OnEnabled ();
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// Method invoked when the system becomes disabled.
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/// Method invoked when the system becomes disabled.
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public virtual void OnDisabled ();
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// Method invoked when an entity of this system is initializing.
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/// Method invoked when an entity of this system is initializing.
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public virtual void OnEntityInitialize (EntityComponentType entity);
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// Method invoked when an entity of this system is initialized.
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/// Method invoked when an entity of this system is initialized.
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public virtual void OnEntityInitialized (EntityComponentType entity);
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// Method invoked when an entity of this system becomes enabled.
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/// Method invoked when an entity of this system becomes enabled.
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public virtual void OnEntityEnabled (EntityComponentType entity);
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// Method invoked when an entity of this system becomes disabled.
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/// Method invoked when an entity of this system becomes disabled.
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public virtual void OnEntityDisabled (EntityComponentType entity);
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// Method invoked when an entity of this system will destroy.
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/// Method invoked when an entity of this system will destroy.
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public virtual void OnEntityWillDestroy (EntityComponentType entity);
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// Method invoked before the system will update, return whether this system
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// should update. will be called every frame.
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/// Method invoked before the system will update, return whether this system
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/// should update. will be called every frame.
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public virtual bool ShouldUpdate ();
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/// Returns another component on an entity.
@@ -222,7 +222,7 @@ public abstract class EntitySystem<EntitySystemType, EntityComponentType> : IEnt
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```cs
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/// Base class for every service
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// NOTE: This class allows the usage of [Injected] systems, services and controller.
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/// NOTE: This class allows the usage of [Injected] systems, services and controller.
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public abstract class Service<ServiceType> : IService
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where ServiceType : Service<ServiceType>, new() {
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@@ -233,11 +233,11 @@ public abstract class Service<ServiceType> : IService
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public virtual void OnInitialize ();
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/// Method invoked when the system is initialized.
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public virtual void OnInitialized ();
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// Method invoked when the service is drawing the gizmos, will be called
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// every gizmos draw call.
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/// Method invoked when the service is drawing the gizmos, will be called
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/// every gizmos draw call.
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public virtual void OnDrawGizmos ();
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// Method invoked when the service is drawing the gui, will be called every
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// on gui draw call.
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/// Method invoked when the service is drawing the gui, will be called every
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/// on gui draw call.
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public virtual void OnDrawGui ();
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/// Starts a coroutine on this service.

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