From ddb1af753ded3b38bbb7d2593f743cf9accb77d3 Mon Sep 17 00:00:00 2001
From: Edvinas
Date: Wed, 7 Jul 2021 17:42:47 +0300
Subject: [PATCH] Update documentation wording, add example of how to define
Unity Event
---
Documentation~/README.md | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/Documentation~/README.md b/Documentation~/README.md
index 64f8976..c7a55f8 100644
--- a/Documentation~/README.md
+++ b/Documentation~/README.md
@@ -62,13 +62,13 @@ For such uses cases, this package provides a set of events with commonly used ar
-Next, you'll need to add a listener. Each corresponding _Scriptable Event_ type provides a listener component. Each typed listener works in the same fashion as _Simple Scriptable Event Listener_. The only caveat is when inserting your methods into the _On Raised_ [Unity Event] field. In this case make sure to select a **dynamic** method:
+Next, you'll need to add a listener. Each corresponding _Scriptable Event_ type provides a listener component. Each typed listener works in the same fashion as _Simple Scriptable Event Listener_. The only caveat is when inserting your methods into the _On Raised_ [Unity Event] field, make sure to select a **dynamic** method:
-To trigger the event follow the same steps as with _Simple Scriptable Event_. However, make sure to select a **dynamic** `Raise` method:
+To trigger the event, follow the same steps as with _Simple Scriptable Event_. However, make sure to select a **dynamic** `Raise` method:
@@ -132,7 +132,7 @@ public class MaterialData
}
```
-Next, define a `Scriptable Event` asset which will accept your argument. Note the `CreateAssetMenu` attribute, as it defines where your event will be located in the _Create_ menu:
+Next, define a _Scriptable Event_ asset which will accept your argument. Note the `CreateAssetMenu` attribute, as it defines where your event will be located in the _Create_ menu:
```cs
using ScriptableEvents;
using UnityEngine;