diff --git a/src/asset/asset_asset.js b/src/asset/asset_asset.js index 3d6a61f21b1..17c6c8ca0e7 100644 --- a/src/asset/asset_asset.js +++ b/src/asset/asset_asset.js @@ -14,15 +14,15 @@ pc.extend(pc, function () { * See the {@link pc.AssetRegistry} for details on loading resources from assets. * @property {String} name The name of the asset * @property {String} type The type of the asset. One of ["animation", "audio", "image", "json", "material", "model", "text", "texture"] - * @property {Object} [file] The file details or null if no file + * @property {Object} file The file details or null if no file * @property {String} [file.url] The URL of the resource file that contains the asset data * @property {String} [file.filename] The filename of the resource file * @property {Number} [file.size] The size of the resource file * @property {String} [file.hash] The MD5 hash of the resource file data and the Asset data field. - * @property {Object} [data] JSON data that contains either the complete resource data (e.g. in the case of a material) or additional data (e.g. in the case of a model it contains mappings from mesh to material) - * @property {Object} [resource] A reference to the resource when the asset is loaded. e.g. a {@link pc.Texture} or a {@link pc.Model} - * @property {Boolean} [preload] If true the asset will be loaded during the preload phase of application set up. - * @property {Boolean} [loaded] True if the resource is loaded e.g. if asset.resource is not null + * @property {Object} data JSON data that contains either the complete resource data (e.g. in the case of a material) or additional data (e.g. in the case of a model it contains mappings from mesh to material) + * @property {Object} resource A reference to the resource when the asset is loaded. e.g. a {@link pc.Texture} or a {@link pc.Model} + * @property {Boolean} preload If true the asset will be loaded during the preload phase of application set up. + * @property {Boolean} loaded True if the resource is loaded e.g. if asset.resource is not null * @constructor Create a new Asset record. Generally, Assets are created in the loading process and you won't need to create them by hand. * @param {String} name A non-unique but human-readable name which can be later used to retrieve the asset. * @param {String} type Type of asset. One of ["animation", "audio", "image", "json", "material", "model", "text", "texture"] diff --git a/src/framework/entity/entity_entity.js b/src/framework/entity/entity_entity.js index 569e82c68b5..d4aa0726b7a 100644 --- a/src/framework/entity/entity_entity.js +++ b/src/framework/entity/entity_entity.js @@ -1,10 +1,10 @@ pc.extend(pc, function () { /** * @name pc.Entity - * @class

The Entity is the core primitive of a PlayCanvas game. Each one contains a globally unique identifier (GUID) to distinguish + * @class The Entity is the core primitive of a PlayCanvas game. Each one contains a globally unique identifier (GUID) to distinguish * it from other Entities, and associates it with tool-time data on the server. * An object in your game consists of an {@link pc.Entity}, and a set of {@link pc.Component}s which are - * managed by their respective {@link pc.ComponentSystem}s.

+ * managed by their respective {@link pc.ComponentSystem}s. *

* The Entity uniquely identifies the object and also provides a transform for position and orientation * which it inherits from {@link pc.GraphNode} so can be added into the scene graph.