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Update part_two.rst

starrydigits 7 年之前
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      tutorials/3d/fps_tutorial/part_two.rst

+ 3 - 3
tutorials/3d/fps_tutorial/part_two.rst

@@ -551,18 +551,18 @@ Expand ``Rotation_Helper`` and notice how it has two nodes: ``Gun_Fire_Points``
 
 
 ``Gun_aim_point`` is the point that the bullets will be aiming at. Notice how it
 ``Gun_aim_point`` is the point that the bullets will be aiming at. Notice how it
 is lined up with the center of the screen and pulled a distance forward on the Z
 is lined up with the center of the screen and pulled a distance forward on the Z
-axis. ``Gun_aim_point`` will serve as the point where the bullets will for sure collide
+axis. ``Gun_aim_point`` will serve as the point the bullets will for sure collide
 with as it goes along.
 with as it goes along.
 
 
 .. note:: There is a invisible mesh instance for debugging purposes. The mesh is
 .. note:: There is a invisible mesh instance for debugging purposes. The mesh is
-          a small sphere that visually shows where the bullets will be aiming at.
+          a small sphere that visually shows where the bullets will be aiming.
 
 
 Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial <class_Spatial>` nodes, one for each
 Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial <class_Spatial>` nodes, one for each
 weapon.
 weapon.
 
 
 Open up ``Rifle_Point`` and you'll find a :ref:`Raycast <class_Raycast>` node. This is where
 Open up ``Rifle_Point`` and you'll find a :ref:`Raycast <class_Raycast>` node. This is where
 we will be sending the raycasts for our rifle's bullets.
 we will be sending the raycasts for our rifle's bullets.
-The length of the raycast will dictate how far our the bullets will travel.
+The length of the raycast will dictate how far our bullets will travel.
 
 
 We are using a :ref:`Raycast <class_Raycast>` node to handle the rifle's bullet because
 We are using a :ref:`Raycast <class_Raycast>` node to handle the rifle's bullet because
 we want to fire lots of bullets quickly. If we use bullet objects, it is quite possible
 we want to fire lots of bullets quickly. If we use bullet objects, it is quite possible