From f020354439b0b59be7593034ea587d1e1d2d66d2 Mon Sep 17 00:00:00 2001 From: Tim Visser Date: Wed, 27 Sep 2023 11:21:53 +0200 Subject: [PATCH] Update README.md Fixed typo "hight" to "height" --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 924ca16..ee37af4 100644 --- a/README.md +++ b/README.md @@ -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.