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Update README.md #6

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4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,15 +27,15 @@ 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.

## 📦 Installation

AutoInject is a source-only package that uses the [SuperNodes] source generator to generate the necessary dependency injection code at build-time. You'll need to include SuperNodes, the SuperNodes runtime types, and AutoInject in your project. All of the packages are extremely lightweight.

Simply add the following to your project's `.csproj` file. Be sure to check the latest versions for each package on [Nuget].
Simply add the following to your project's `.csproj` file. Be sure to check the latest versions for each package on [Nuget](https://www.nuget.org/packages?q=Chickensoft).

```xml
<ItemGroup>
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