From bb6a2c0ebc0920459b41da6751007ff389c5da00 Mon Sep 17 00:00:00 2001 From: Ugnius Malukas Date: Mon, 12 Oct 2020 21:04:57 +0900 Subject: [PATCH] Fixed grammar in README.md. --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index fce2e85..e8dc247 100644 --- a/README.md +++ b/README.md @@ -40,7 +40,7 @@ Game events are scriptable objects (_Right Click -> Create -> Game Events -> ... Available game events: - `GameEvent` - simple event which doesn't accept any arguments. - `BoolGameEvent` - event with a `bool` argument. -- `IntGameEvent` - event with a `int` argument. +- `IntGameEvent` - event with an `int` argument. - `FloatGameEvent` - event with a `float` argument. - `StringGameEvent` - event with a `string` argument. - `Vector2GameEvent` - event with a `Vector2` argument. @@ -58,7 +58,7 @@ Mutable objects are used for storing and editing data on `ScriptableObject` asse Available mutable objects: - `MutableBool` - encapsulates a `bool` value. -- `MutableInt` - encapsulates a `int` value. +- `MutableInt` - encapsulates an `int` value. - `MutableFloat` - encapsulates a `float` value. - `MutableString` - encapsulates a `string` value. - `MutableVector2` - encapsulates a `Vector2` value. @@ -71,7 +71,7 @@ Each mutable object has a `ResetType` property. This allows specifying when data - `SceneLoaded` - when the scene is loaded. ### Custom game events -In some situations, built-in game events might not suffice. For example if a custom type needs to be passed as an argument to the event. In this case, custom game event can be created which would carry all the necessary data. +In some situations, built-in game events might not suffice. For example if a custom type needs to be passed as an argument to the event. In this case, a custom game event can be created which would carry all the necessary data. To create a custom game event, first create a regular `UnityEvent`: ```cs @@ -97,7 +97,7 @@ public class CustomGameEventListener : ArgumentGameEventListener