@@ -195,13 +195,13 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
195195 public DoorStates CurrentState => m_State .Value ;
196196
197197 /// <summary >
198- /// Invoked while the <see cref =" NetworkObject" /> is in the middle of
198+ /// Invoked while the <see cref =" NetworkObject" /> is in the process of
199199 /// being spawned.
200200 /// </summary >
201201 public override void OnNetworkSpawn ()
202202 {
203- // The write authority (server) does not need to know about its
204- // own changes (for this example) since it is the "single point
203+ // The write authority (server) doesn't need to know about its
204+ // own changes (for this example) since it's the "single point
205205 // of truth" for the door instance.
206206 if (IsServer )
207207 {
@@ -224,10 +224,10 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
224224 protected override void OnNetworkPostSpawn ()
225225 {
226226 // Everyone updates their door state when finished spawning the door
227- // in order to assure the door reflects (visually) its current state.
227+ // to ensure the door reflects (visually) its current state.
228228 UpdateFromState ();
229229
230- // Begin to start updating this NetworkBehaviour instance once all
230+ // Begin updating this NetworkBehaviour instance once all
231231 // netcode related components have finished the spawn process.
232232 NetworkUpdateLoop .RegisterNetworkUpdate (this , NetworkUpdateStage .Update );
233233 base .OnNetworkPostSpawn ();
@@ -254,7 +254,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
254254 }
255255
256256 /// <summary >
257- /// Invoked just before this instance runs through its de-spawn
257+ /// Invoked just before this instance runs through its despawn
258258 /// sequence. A good time to unsubscribe from things.
259259 /// </summary >
260260 public override void OnNetworkPreDespawn ()
@@ -265,7 +265,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
265265 }
266266
267267 // Stop updating this NetworkBehaviour instance prior to running
268- // through the de-spawn process.
268+ // through the despawn process.
269269 NetworkUpdateLoop .RegisterNetworkUpdate (this , NetworkUpdateStage .Update );
270270 base .OnNetworkPreDespawn ();
271271 }
@@ -276,7 +276,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
276276 /// </summary >
277277 /// <remarks >
278278 /// When the previous state equals the current state, we are a client
279- /// that is doing its 1st synchronization of this door instance.
279+ /// that is doing its first synchronization of this door instance.
280280 /// </remarks >
281281 /// <param name =" previous" >The previous <see cref =" DoorStates" /> state.</param >
282282 /// <param name =" current" >The current <see cref =" DoorStates" /> state.</param >
@@ -286,7 +286,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
286286 }
287287
288288 /// <summary >
289- /// Invoke when the state is updated in order to apply the change
289+ /// Invoke when the state is updated to apply the change
290290 /// in door state to the door asset itself.
291291 /// </summary >
292292 private void UpdateFromState ()
@@ -327,7 +327,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
327327 }
328328
329329 /// <summary >
330- /// Invoked by either a Host or clients to interact with the door.
330+ /// Invoked by either a host or clients to interact with the door.
331331 /// </summary >
332332 public void Interact ()
333333 {
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