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Merge pull request #30 from MarcoROG/patch-3

Fixed typo
Marko Pintera 9 ani în urmă
părinte
comite
8362fce729
1 a modificat fișierele cu 2 adăugiri și 2 ștergeri
  1. 2 2
      Documentation/Manuals/Native/scripting.md

+ 2 - 2
Documentation/Manuals/Native/scripting.md

@@ -124,7 +124,7 @@ private:
 ~~~~~~~~~~~~~	
 ~~~~~~~~~~~~~	
 	
 	
 All @ref BansheeEngine::ScriptObject "ScriptObjects" must begin with a @ref SCRIPT_OBJ macro. The macro accepts (in order): 
 All @ref BansheeEngine::ScriptObject "ScriptObjects" must begin with a @ref SCRIPT_OBJ macro. The macro accepts (in order): 
- - the name of the assembly (.dll) the manager script object is in, this is either `ENGINE_ASSEMBLY` or `EDITOR_ASSEMBLY`
+ - the name of the assembly (.dll) the managed script object is in, this is either `ENGINE_ASSEMBLY` or `EDITOR_ASSEMBLY`
  - the namespace the type is in
  - the namespace the type is in
  - the name of the managed type
  - the name of the managed type
 
 
@@ -256,4 +256,4 @@ class ScriptGUIButton : public ScriptObject<ScriptGUIButton, ScriptGUIElementBas
 	
 	
 This ensures that all GUI elements can now be accessed through the common `ScriptGUIElementBase` interface. Which is important if `GUIElement` provides some internal method calls shared between all GUI element types, otherwise we wouldn't know what to cast the interop object held by its managed object to.
 This ensures that all GUI elements can now be accessed through the common `ScriptGUIElementBase` interface. Which is important if `GUIElement` provides some internal method calls shared between all GUI element types, otherwise we wouldn't know what to cast the interop object held by its managed object to.
 
 
-See @ref BansheeEngine::ScriptGUIElement "ScriptGUIElement" and @ref BansheeEngine::ScriptGUIButton "ScriptGUIButton" for an example.
+See @ref BansheeEngine::ScriptGUIElement "ScriptGUIElement" and @ref BansheeEngine::ScriptGUIButton "ScriptGUIButton" for an example.