Fix typo (comments)

This commit is contained in:
Isamu Mogi 2019-06-07 00:23:52 +09:00
parent ec644b635a
commit b8f7177cb8
12 changed files with 16 additions and 16 deletions

View File

@ -887,7 +887,7 @@ namespace UniGLTF
}
}
// Create or upate Main Asset
// Create or update Main Asset
if (prefabPath.IsFileExists)
{
Debug.LogFormat("replace prefab: {0}", prefabPath);
@ -1012,7 +1012,7 @@ namespace UniGLTF
}
/// <summary>
/// Destroy assets that created ImporterContext. This function is clean up for imoprter error.
/// Destroy assets that created ImporterContext. This function is clean up for importer error.
/// </summary>
public void EditorDestroyRootAndAssets()
{

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@ -37,7 +37,7 @@ namespace UniGLTF
Transparent
}
/// StandardShader vaiables
/// StandardShader variables
///
/// _Color
/// _MainTex
@ -70,7 +70,7 @@ namespace UniGLTF
//Debug.LogFormat("[{0}]{1}", i, shader.name);
var material = new Material(shader);
#if UNITY_EDITOR
// textureImporter.SaveAndReimport(); may destory this material
// textureImporter.SaveAndReimport(); may destroy this material
material.hideFlags = HideFlags.DontUnloadUnusedAsset;
#endif

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@ -81,7 +81,7 @@ namespace UniGLTF
{
attributes = attributes,
indices = indicesAccessorIndex,
mode = 4, // triangels ?
mode = 4, // triangles ?
material = unityMaterials.IndexOf(materials[j])
});
}

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@ -74,7 +74,7 @@ namespace UniGLTF
};
//
// build hierachy
// build hierarchy
//
var node = context.GLTF.nodes[i];
if (node.children != null)
@ -164,7 +164,7 @@ namespace UniGLTF
if (x.SkinIndex.Value < context.GLTF.skins.Count)
{
// calculate internal values(boudingBox etc...) when sharedMesh assinged ?
// calculate internal values(boundingBox etc...) when sharedMesh assigned ?
skinnedMeshRenderer.sharedMesh = null;
var skin = context.GLTF.skins[x.SkinIndex.Value];

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@ -212,7 +212,7 @@ namespace UniHumanoid
AssetDatabase.AddObjectToAsset(o, path);
}
// Create or upate Main Asset
// Create or update Main Asset
if (File.Exists(path))
{
Debug.LogFormat("replace prefab: {0}", path);

View File

@ -93,7 +93,7 @@ namespace UniHumanoid
var nameProp = property.FindPropertyRelative("Name");
var valueProp = property.FindPropertyRelative("Value");
/*
var labl = string.Format("{0}: {1}",
var label = string.Format("{0}: {1}",
nameProp.stringValue,
valueProp.floatValue
);

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@ -247,7 +247,7 @@ namespace UniJSON
foreach (var kv in r)
{
// Addded
// Added
yield return JsonDiff.Create(kv.Value, JsonDiffType.KeyAdded, kv.Value.Value.ToString());
}
}

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@ -73,7 +73,7 @@ namespace UniJSON
break;
default:
// unkonw escape
// unknown escape
throw new ParserException("unknown escape: " + p.Second);
}
}

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@ -68,8 +68,8 @@ namespace UniGLTF.UniUnlit
/// <summary>
/// Validate target material's UniUnlitRenderMode, UniUnlitVertexColorBlendOp.
/// Set appropriate hidden properites & keywords.
/// This will change RenderQueue independent to UniUnlitRenderMode if isRenderModeChagedByUser is true.
/// Set appropriate hidden properties & keywords.
/// This will change RenderQueue independent to UniUnlitRenderMode if isRenderModeChangedByUser is true.
/// </summary>
/// <param name="material">Target material</param>
/// <param name="isRenderModeChangedByUser">Is changed by user</param>

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@ -9,7 +9,7 @@ namespace VRM
/// <summary>
/// ファーストパーソン向けLayer検討
///
/// * Deault LayerをFirstPersonレイヤーとして使う
/// * Default LayerをFirstPersonレイヤーとして使う
/// * 9番にThirdPerson Layerを追加する
///
/// * FirstPersonCameraはCullingMaskでThirdPerson Layerを除外

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@ -144,7 +144,7 @@ namespace VRM
gltf.extensions.VRM.meta.texture = TextureIO.ExportTexture(gltf, gltf.buffers.Count - 1, meta.Thumbnail, glTFTextureTypes.Unknown);
}
// ussage pemission
// ussage permission
gltf.extensions.VRM.meta.allowedUser = meta.AllowedUser;
gltf.extensions.VRM.meta.violentUssage = meta.ViolentUssage;
gltf.extensions.VRM.meta.sexualUssage = meta.SexualUssage;

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@ -7,7 +7,7 @@ namespace VRM
{
/// <summary>
/// The base algorithm is http://rocketjump.skr.jp/unity3d/109/ of @ricopin416
/// DefaultExecutionOrder(11000) means calclate springbone after FinaiIK( VRIK )
/// DefaultExecutionOrder(11000) means calculate springbone after FinalIK( VRIK )
/// </summary>
#if UNITY_5_5_OR_NEWER
[DefaultExecutionOrder(11000)]