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Update README.md
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Fixed typo "hight" to "height"
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Timvisser1994 authored Sep 27, 2023
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Expand Up @@ -27,7 +27,7 @@ Providing nodes "top-down" over sections of the game's scene tree has a few adva
- ✅ The natural flow-of-data mimics the other patterns used throughout the Godot engine.
- ✅ Dependent scripts can still be run in isolated scenes by providing default fallback values.
- ✅ Scoping dependencies to the scene tree prevents the existence of values that are invalid above the provider node.
- ✅ Resolution occurs in O(n), where `n` is the hight of the tree above the requesting dependent node (usually only a handful of nodes to search). For deep trees, "reflecting" dependencies by re-providing them further down the tree speeds things up further.
- ✅ Resolution occurs in O(n), where `n` is the height of the tree above the requesting dependent node (usually only a handful of nodes to search). For deep trees, "reflecting" dependencies by re-providing them further down the tree speeds things up further.
- ✅ Dependencies are resolved when the node enters the scene tree, allowing for O(1) access afterwards. Exiting and re-entering the scene tree triggers the dependency resolution process again.
- ✅ Scripts can be both dependents and providers.

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