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Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
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com.unity.netcode.gameobjects/Documentation~/basics/networkvariable.md

Lines changed: 10 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -195,13 +195,13 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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public DoorStates CurrentState => m_State.Value;
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/// <summary>
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/// Invoked while the <see cref="NetworkObject"/> is in the middle of
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/// Invoked while the <see cref="NetworkObject"/> is in the process of
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/// being spawned.
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/// </summary>
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public override void OnNetworkSpawn()
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{
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// The write authority (server) does not need to know about its
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// own changes (for this example) since it is the "single point
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// The write authority (server) doesn't need to know about its
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// own changes (for this example) since it's the "single point
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// of truth" for the door instance.
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if (IsServer)
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{
@@ -224,10 +224,10 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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protected override void OnNetworkPostSpawn()
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{
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// Everyone updates their door state when finished spawning the door
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// in order to assure the door reflects (visually) its current state.
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// to ensure the door reflects (visually) its current state.
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UpdateFromState();
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// Begin to start updating this NetworkBehaviour instance once all
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// Begin updating this NetworkBehaviour instance once all
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// netcode related components have finished the spawn process.
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NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.Update);
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base.OnNetworkPostSpawn();
@@ -254,7 +254,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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}
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/// <summary>
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/// Invoked just before this instance runs through its de-spawn
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/// Invoked just before this instance runs through its despawn
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/// sequence. A good time to unsubscribe from things.
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/// </summary>
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public override void OnNetworkPreDespawn()
@@ -265,7 +265,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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}
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// Stop updating this NetworkBehaviour instance prior to running
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// through the de-spawn process.
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// through the despawn process.
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NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.Update);
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base.OnNetworkPreDespawn();
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}
@@ -276,7 +276,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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/// </summary>
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/// <remarks>
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/// When the previous state equals the current state, we are a client
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/// that is doing its 1st synchronization of this door instance.
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/// that is doing its first synchronization of this door instance.
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/// </remarks>
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/// <param name="previous">The previous <see cref="DoorStates"/> state.</param>
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/// <param name="current">The current <see cref="DoorStates"/> state.</param>
@@ -286,7 +286,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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}
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/// <summary>
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/// Invoke when the state is updated in order to apply the change
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/// Invoke when the state is updated to apply the change
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/// in door state to the door asset itself.
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/// </summary>
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private void UpdateFromState()
@@ -327,7 +327,7 @@ public class Door : NetworkBehaviour, INetworkUpdateSystem
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}
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/// <summary>
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/// Invoked by either a Host or clients to interact with the door.
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/// Invoked by either a host or clients to interact with the door.
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/// </summary>
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public void Interact()
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{

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