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Merge pull request microsoft#3508 from keveleigh/spell-check
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Pre-beta2 spell check pass
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David Kline authored Feb 22, 2019
2 parents c36b0e7 + 39c731f commit 0c0152f
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Showing 40 changed files with 73 additions and 74 deletions.
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Expand Up @@ -19,7 +19,7 @@ private async void Start()

await new WaitUntil(() => MixedRealityToolkit.DiagnosticsSystem != null);

// Turn on the diagnotic visualizations for this demo.
// Turn on the diagnostic visualizations for this demo.
MixedRealityToolkit.DiagnosticsSystem.ShowDiagnostics = true;
}

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Expand Up @@ -41,7 +41,7 @@ public override void OnInspectorGUI()

serializedObject.ApplyModifiedProperties();

// to apply during runtime - only needed for monobehaviors
// to apply during runtime - only needed for MonoBehaviours
InspectorGenericFields<InspectorFieldsExample>.LoadSettings(example, example.Settings);
}
}
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Expand Up @@ -11,7 +11,7 @@ namespace Microsoft.MixedReality.Toolkit.Core.Utilities.InspectorFields
/// Example of using InspectorFields attributes in a class to create custom inspectors
/// This is on approach for building complex inspectors that need to be customized or the need to overcome lack of polymorphism support
/// They provide a way to create one inspector for multiple classes
/// Example: Create a monobehavior or scriptable object with a custom inspector.
/// Example: Create a MonoBehaviour or scriptable object with a custom inspector.
/// The functionality or settings can be changed by assigning a custom script to the object
/// Use InspectorFields to render the custom properties inside the custom script in the inspector
/// When the app launches, copy the properties to the new instance of the script
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Expand Up @@ -88,7 +88,7 @@ private enum State
private GazeHandHelper gazeHandHelper;
#endregion

#region Monobehaviour Functions
#region MonoBehaviour Functions
private void Awake()
{
gazeHandHelper = new GazeHandHelper();
Expand All @@ -110,7 +110,7 @@ private void Update()
UpdateStateMachine();
}
}
#endregion Monobehaviour Functions
#endregion MonoBehaviour Functions

#region Private Methods
private void SetManipulationMode(TwoHandedManipulation mode)
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Expand Up @@ -23,7 +23,7 @@ namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable
{
/// <summary>
/// Uses input and action data to declare a set of states
/// Maintains a collection of themes that react to state changes and provide scensory feedback
/// Maintains a collection of themes that react to state changes and provide sensory feedback
/// Passes state information and input data on to receivers that detect patterns and does stuff.
/// </summary>

Expand Down Expand Up @@ -76,7 +76,7 @@ public class Interactable : MonoBehaviour, IMixedRealityFocusHandler, IMixedReal
/// </summary>
public bool FocusEnabled { get { return !IsGlobal; } set { IsGlobal = !value; } }

// list of profiles can match themes with gameObjects
// list of profiles can match themes with GameObjects
public List<InteractableProfileItem> Profiles = new List<InteractableProfileItem>();
// Base onclick event
public UnityEvent OnClick;
Expand Down Expand Up @@ -117,10 +117,10 @@ public class Interactable : MonoBehaviour, IMixedRealityFocusHandler, IMixedReal
protected State lastState;
protected bool wasDisabled = false;

// cache of current dimenion
// cache of current dimension
protected int dimensionIndex = 0;

// allows for switching colliders without firing a lose focus imediately
// allows for switching colliders without firing a lose focus immediately
// for advanced controls like drop-downs
protected float rollOffTime = 0.25f;
protected float rollOffTimer = 0.25f;
Expand Down Expand Up @@ -782,7 +782,7 @@ public void SetDimensionIndex(int index)
}

/// <summary>
/// internal deminsion cycling
/// internal dimension cycling
/// </summary>
protected void IncreaseDimensionIndex()
{
Expand Down Expand Up @@ -975,7 +975,7 @@ public void OnSpeechKeywordRecognized(SpeechEventData eventData)

/// <summary>
/// Setup voice commands from component VoiceCommand input field
/// Supports toggles using a comma to seperate keywords, no spaces please
/// Supports toggles using a comma to separate keywords, no spaces please
/// </summary>
protected void SetupVoiceCommand()
{
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Expand Up @@ -9,7 +9,7 @@ namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.Layout
{
/// <summary>
/// The base layout component for a button or UI elements - easily build UI with Unity Primitives.
/// Helps to create consistancy by using values that scale to a designer's 2D layout program.
/// Helps to create consistency by using values that scale to a designer's 2D layout program.
/// Based on a ratio of 2048 pixels for 1 meter of surface area.
///
/// Use case:
Expand All @@ -24,7 +24,7 @@ public class ButtonBackgroundSize : MonoBehaviour
{
/// <summary>
/// A scale factor for button layouts, default is based on 2048 pixels to 1 meter.
/// Similar to values used in designer and 2D art programs and helps create consistancy across teams.
/// Similar to values used in designer and 2D art programs and helps create consistency across teams.
/// </summary>
[Tooltip("A pixel to Unity unit conversion, Default: 2048x2048 pixels covers a 1x1 Unity Unit or default primitive size")]
[SerializeField]
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Expand Up @@ -90,7 +90,7 @@ public Vector3 GetSOffset()
}

/// <summary>
/// Set the size based on the Achor's size and the buffers
/// Set the size based on the Anchor's size and the buffers
/// </summary>
private void UpdateSize()
{
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Expand Up @@ -9,7 +9,7 @@
namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.States
{
/// <summary>
/// State data model, state management and comparison instrucitons
/// State data model, state management and comparison instructions
/// </summary>

/*
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Expand Up @@ -50,7 +50,7 @@ public enum InteractableStateEnum {
/// </summary>
Visited,
/// <summary>
/// Botton is toggled state, on/off
/// Button is toggled state, on/off
/// </summary>
Toggled,
/// <summary>
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Expand Up @@ -19,7 +19,7 @@ public class States : ScriptableObject
public Type[] StateTypes;
public string StateLogicName = "InteractableStates";

//!!! finish making states work, they shoulg initiate the type and run the logic during play mode.
//!!! finish making states work, they should initiate the type and run the logic during play mode.
private void OnEnable()
{
SetupStateOptions();
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Expand Up @@ -9,7 +9,7 @@
namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.Themes
{
/// <summary>
/// Uses Animator to control Interacable feedback based on state changes.
/// Uses Animator to control Interactable feedback based on state changes.
/// </summary>
public class InteractableAnimatorTheme : InteractableThemeBase
{
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Expand Up @@ -80,7 +80,7 @@ private enum CardinalAxisType
}

/// <summary>
/// This enum is used interally to define how an object's bounds are calculated in order to fit the boundingbox
/// This enum is used internally to define how an object's bounds are calculated in order to fit the boundingbox
/// to it.
/// </summary>
private enum BoundsCalculationMethod
Expand Down Expand Up @@ -297,7 +297,7 @@ public bool IsActive
private HandleType currentHandleType;
#endregion Private Properties

#region Monobehaviour Methods
#region MonoBehaviour Methods
private void Start()
{
targetObject = this.gameObject;
Expand Down Expand Up @@ -327,7 +327,7 @@ private void Update()

UpdateRigHandles();
}
#endregion Monobehaviour Methods
#endregion MonoBehaviour Methods

#region Private Methods
private void CreateRig()
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Expand Up @@ -260,7 +260,7 @@ protected void ResolveGridLayout(Vector3[] grid, float offsetX, float offsetY, L
}

/// <summary>
/// Update the facing of a node given the nodes new position for facing orign with node and orientation type
/// Update the facing of a node given the nodes new position for facing origin with node and orientation type
/// </summary>
/// <param name="node"></param>
protected void UpdateNodeFacing(ObjectCollectionNode node)
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Expand Up @@ -8,7 +8,7 @@
namespace Microsoft.MixedReality.Toolkit.SDK.UX.Collections
{
/// <summary>
/// A basic grid layout for game objects of a consistant size
/// A basic grid layout for game objects of a consistent size
/// </summary>
///
[ExecuteInEditMode]
Expand Down Expand Up @@ -86,7 +86,7 @@ public enum GridDivisions { Rows, Columns};
/// <param name="gutters">gutter size in pixels</param>
/// <param name="layouDirection">normalized vector flow direction</param>
/// <param name="startPosition">start position offset</param>
/// <param name="centered">center the grid or layotu from edge</param>
/// <param name="centered">center the grid or layout from edge</param>
public virtual void ConfigureGrid(int columns, Vector3 tileSize, Vector3 gutters, Vector3 layouDirection, Vector3 startPosition, bool centered)
{
Columns = columns;
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Expand Up @@ -230,6 +230,6 @@ private void OnValidate()
Debug.Assert(HostTransform.GetComponent<Collider>() != null, $"A collider component is required on {hostTransform.gameObject.name} for the cursor modifier component on {gameObject.name} to function properly.");
}

#endregion MonoBehaviour Implementaiton
#endregion MonoBehaviour Implementation
}
}
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Expand Up @@ -25,7 +25,7 @@ public class MousePointer : BaseControllerPointer, IMixedRealityMousePointer

private bool isDisabled = true;

#region IMixedRealityMousePointer Implementaiton
#region IMixedRealityMousePointer Implementation

[SerializeField]
[Tooltip("Should the mouse cursor be hidden when no active input is received?")]
Expand All @@ -52,7 +52,7 @@ public class MousePointer : BaseControllerPointer, IMixedRealityMousePointer

#endregion IMixedRealityMousePointer Implementation

#region IMixedRealityPointer Implementaiton
#region IMixedRealityPointer Implementation

/// <inheritdoc />
public override bool IsInteractionEnabled => isInteractionEnabled;
Expand Down Expand Up @@ -90,9 +90,9 @@ public override void OnPreRaycast()
}
}

#endregion IMixedRealityPointer Implementaiton
#endregion IMixedRealityPointer Implementation

#region IMixedRealitySourcePoseHandler Implementaiton
#region IMixedRealitySourcePoseHandler Implementation

/// <inheritdoc />
public override void OnSourceDetected(SourceStateEventData eventData)
Expand Down Expand Up @@ -137,9 +137,9 @@ public override void OnSourcePoseChanged(SourcePoseEventData<Vector2> eventData)
}
}

#endregion IMixedRealitySourcePoseHandler Implementaiton
#endregion IMixedRealitySourcePoseHandler Implementation

#region IMixedRealityInputHandler Implementaiton
#region IMixedRealityInputHandler Implementation

/// <inheritdoc />
public override void OnInputDown(InputEventData eventData)
Expand Down Expand Up @@ -179,9 +179,9 @@ public override void OnInputChanged(InputEventData<Vector2> eventData)
}
}

#endregion IMixedRealityInputHandler Implementaiton
#endregion IMixedRealityInputHandler Implementation

#region Monobehaviour Implementaiton
#region MonoBehaviour Implementation

protected override void Start()
{
Expand Down Expand Up @@ -218,7 +218,7 @@ private void Update()
}
}

#endregion Monobehaviour Implementaiton
#endregion MonoBehaviour Implementation

private void UpdateMousePosition(float mouseX, float mouseY)
{
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Expand Up @@ -57,7 +57,7 @@ public List<GameObject> Targets
[Tooltip("When true, this interaction receiver will draw connections in the editor to Interactables and Targets")]
private bool drawEditorConnections = true;

#region MonoBehaviour implementation
#region MonoBehaviour Implementation

/// <summary>
/// On enable, set the BaseInputHandler's IsFocusRequired to false to receive all events.
Expand Down Expand Up @@ -105,7 +105,7 @@ protected virtual void OnDrawGizmosSelected()
}
}

#endregion MonoBehaviour implementation
#endregion MonoBehaviour Implementation

/// <summary>
/// Register an interactable with this receiver.
Expand Down Expand Up @@ -177,7 +177,7 @@ void IMixedRealityFocusChangedHandler.OnFocusChanged(FocusEventData eventData)

#endregion IMixedRealityFocusChangedHandler Implementation

#region IMixedRealityInputHandler Impmentations
#region IMixedRealityInputHandler Implementation

/// <inheritdoc />
void IMixedRealityInputHandler.OnInputUp(InputEventData eventData)
Expand Down Expand Up @@ -228,9 +228,9 @@ void IMixedRealityInputHandler<Vector2>.OnInputChanged(InputEventData<Vector2> e
}
}

#endregion IMixedRealityInputHandler Impmentations
#endregion IMixedRealityInputHandler Implementation

#region IMixedRealityGestureHandler Impmentations
#region IMixedRealityGestureHandler Implementation

/// <inheritdoc />
void IMixedRealityGestureHandler.OnGestureStarted(InputEventData eventData)
Expand Down Expand Up @@ -322,7 +322,7 @@ void IMixedRealityGestureHandler.OnGestureCanceled(InputEventData eventData)
}
}

#endregion IMixedRealityGestureHandler Impmentations
#endregion IMixedRealityGestureHandler Implementation

#region Protected Virtual Callback Functions

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Expand Up @@ -577,8 +577,8 @@ public static Vector3 GetTextMeshLocalScale(TextMesh textMesh)
localScale.x = (localScale.x * textMesh.characterSize * 0.1f) * transformScale.x;
localScale.z = transformScale.z;

// We could calcualte the height based on line height and character size
// But I've found that method can be flakey and has a lot of magic numbers
// We could calculate the height based on line height and character size
// But I've found that method can be flaky and has a lot of magic numbers
// that may break in future Unity versions
Vector3 eulerAngles = textMesh.transform.eulerAngles;
Vector3 rendererScale = Vector3.zero;
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Expand Up @@ -198,7 +198,7 @@ public void OnContentChange(Vector3 localContentSize, Vector3 localContentOffset
{

// Get the size of the mesh and use this to adjust the local content size on the x / y axis
// This will accomodate meshes that aren't built to 1,1 scale
// This will accommodate meshes that aren't built to 1,1 scale
Bounds meshBounds = backgroundRendererMeshFilter.sharedMesh.bounds;
localContentSize.x /= meshBounds.size.x;
localContentSize.y /= meshBounds.size.y;
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Expand Up @@ -57,7 +57,7 @@ public void OnContentChange(Vector3 localContentSize, Vector3 localContentOffset
return;

//Get the size of the mesh and use this to adjust the local content size on the x / y axis
//This will accomodate meshes that aren't built to 1,1 scale
//This will accommodate meshes that aren't built to 1,1 scale
Bounds meshBounds = BackgroundRenderer.GetComponent<MeshFilter>().sharedMesh.bounds;
localContentSize.x /= meshBounds.size.x;
localContentSize.y /= meshBounds.size.y;
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Expand Up @@ -32,7 +32,7 @@ public enum BasicEaseCurves { Linear, EaseIn, EaseOut, EaseInOut }


/// <summary>
/// The amounnt of time the ease should run
/// The amount of time the ease should run
/// </summary>
public float LerpTime = 0.5f;

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Expand Up @@ -110,7 +110,7 @@ public Renderer[] TargetRenderers

private Dictionary<Renderer, List<Material>> materialsBeforeFocus;

#region Monobehavior Implementation
#region MonoBehaviour Implementation

public virtual void OnEnable()
{
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