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Fix typos in GodotSharp code docs

(cherry picked from commit 0ca96ae2c16621115f3cc251cad0a5bad345ba09)
mega-bit 5 роки тому
батько
коміт
93f297e1d5

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs

@@ -587,7 +587,7 @@ namespace Godot
         /// Returns a vector transformed (multiplied) by the basis matrix.
         /// </summary>
         /// <param name="v">A vector to transform.</param>
-        /// <returns>The transfomed vector.</returns>
+        /// <returns>The transformed vector.</returns>
         public Vector3 Xform(Vector3 v)
         {
             return new Vector3
@@ -605,7 +605,7 @@ namespace Godot
         /// basis matrix only if it represents a rotation-reflection.
         /// </summary>
         /// <param name="v">A vector to inversely transform.</param>
-        /// <returns>The inversely transfomed vector.</returns>
+        /// <returns>The inversely transformed vector.</returns>
         public Vector3 XformInv(Vector3 v)
         {
             return new Vector3

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs

@@ -109,7 +109,7 @@ namespace Godot
         /// <summary>
         /// Returns the shortest distance from this plane to the position `point`.
         /// </summary>
-        /// <param name="point">The position to use for the calcualtion.</param>
+        /// <param name="point">The position to use for the calculation.</param>
         /// <returns>The shortest distance.</returns>
         public real_t DistanceTo(Vector3 point)
         {

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs

@@ -326,7 +326,7 @@ namespace Godot
         /// Returns a vector transformed (multiplied) by this quaternion.
         /// </summary>
         /// <param name="v">A vector to transform.</param>
-        /// <returns>The transfomed vector.</returns>
+        /// <returns>The transformed vector.</returns>
         public Vector3 Xform(Vector3 v)
         {
 #if DEBUG

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs

@@ -248,7 +248,7 @@ namespace Godot
         /// Returns a vector transformed (multiplied) by this transformation matrix.
         /// </summary>
         /// <param name="v">A vector to transform.</param>
-        /// <returns>The transfomed vector.</returns>
+        /// <returns>The transformed vector.</returns>
         public Vector3 Xform(Vector3 v)
         {
             return new Vector3
@@ -266,7 +266,7 @@ namespace Godot
         /// transformation matrix only if it represents a rotation-reflection.
         /// </summary>
         /// <param name="v">A vector to inversely transform.</param>
-        /// <returns>The inversely transfomed vector.</returns>
+        /// <returns>The inversely transformed vector.</returns>
         public Vector3 XformInv(Vector3 v)
         {
             Vector3 vInv = v - origin;

+ 4 - 4
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs

@@ -181,7 +181,7 @@ namespace Godot
         /// This method does not account for translation (the origin vector).
         /// </summary>
         /// <param name="v">A vector to transform.</param>
-        /// <returns>The transfomed vector.</returns>
+        /// <returns>The transformed vector.</returns>
         public Vector2 BasisXform(Vector2 v)
         {
             return new Vector2(Tdotx(v), Tdoty(v));
@@ -195,7 +195,7 @@ namespace Godot
         /// basis matrix only if it represents a rotation-reflection.
         /// </summary>
         /// <param name="v">A vector to inversely transform.</param>
-        /// <returns>The inversely transfomed vector.</returns>
+        /// <returns>The inversely transformed vector.</returns>
         public Vector2 BasisXformInv(Vector2 v)
         {
             return new Vector2(x.Dot(v), y.Dot(v));
@@ -355,7 +355,7 @@ namespace Godot
         /// Returns a vector transformed (multiplied) by this transformation matrix.
         /// </summary>
         /// <param name="v">A vector to transform.</param>
-        /// <returns>The transfomed vector.</returns>
+        /// <returns>The transformed vector.</returns>
         public Vector2 Xform(Vector2 v)
         {
             return new Vector2(Tdotx(v), Tdoty(v)) + origin;
@@ -365,7 +365,7 @@ namespace Godot
         /// Returns a vector transformed (multiplied) by the inverse transformation matrix.
         /// </summary>
         /// <param name="v">A vector to inversely transform.</param>
-        /// <returns>The inversely transfomed vector.</returns>
+        /// <returns>The inversely transformed vector.</returns>
         public Vector2 XformInv(Vector2 v)
         {
             Vector2 vInv = v - origin;