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Cleanup C# projects, code quality & style
New rules: - Do not silence CA1805 any more - Limit where we silence CA1707, CA1711, CA1720 - Enforce severity=warning for IDE0040 - Enforce Allman style braces - Enforce naming conventions (IDE1006 is still severity=suggestion) Fixes: - Fix REFL045, CS1572, CS1573 - Suppress CS0618 when generating `InvokeGodotClassMethod` - Fix indent when generating GD_constants.cs - Temporarily silence CS1734 in generated code - Fix a lot of naming rule violations Misc.: - Remove ReSharper comments for RedundantNameQualifier - Remove suppression attributes for RedundantNameQualifier - Remove severity=warnings for CA1716, CA1304 (already included in the level of analysis we run)
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@@ -13,41 +13,41 @@ namespace Godot.SourceGenerators.Sample
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public partial class ExportedProperties : GodotObject
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{
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// Do not generate default value
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private String _notGenerate_Property_String = new string("not generate");
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private String _notGeneratePropertyString = new string("not generate");
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[Export]
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public String NotGenerate_Complex_Lamda_Property
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public String NotGenerateComplexLambdaProperty
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{
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get => _notGenerate_Property_String + Convert.ToInt32("1");
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set => _notGenerate_Property_String = value;
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get => _notGeneratePropertyString + Convert.ToInt32("1");
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set => _notGeneratePropertyString = value;
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}
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[Export]
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public String NotGenerate_Lamda_NoField_Property
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public String NotGenerateLambdaNoFieldProperty
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{
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get => new string("not generate");
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set => _notGenerate_Property_String = value;
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set => _notGeneratePropertyString = value;
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}
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[Export]
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public String NotGenerate_Complex_Return_Property
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public String NotGenerateComplexReturnProperty
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{
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get
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{
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return _notGenerate_Property_String + Convert.ToInt32("1");
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return _notGeneratePropertyString + Convert.ToInt32("1");
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}
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set
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{
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_notGenerate_Property_String = value;
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_notGeneratePropertyString = value;
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}
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}
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private int _notGenerate_Property_Int = 1;
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private int _notGeneratePropertyInt = 1;
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[Export]
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public string NotGenerate_Returns_Property
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{
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get
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{
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if (_notGenerate_Property_Int == 1)
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if (_notGeneratePropertyInt == 1)
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{
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return "a";
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}
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@@ -58,145 +58,145 @@ namespace Godot.SourceGenerators.Sample
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}
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set
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{
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_notGenerate_Property_Int = value == "a" ? 1 : 2;
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_notGeneratePropertyInt = value == "a" ? 1 : 2;
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}
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}
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// Full Property
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private String _fullProperty_String = "FullProperty_String";
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private String _fullPropertyString = "FullPropertyString";
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[Export]
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public String FullProperty_String
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public String FullPropertyString
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{
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get
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{
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return _fullProperty_String;
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return _fullPropertyString;
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}
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set
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{
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_fullProperty_String = value;
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_fullPropertyString = value;
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}
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}
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private String _fullProperty_String_Complex = new string("FullProperty_String_Complex") + Convert.ToInt32("1");
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private String _fullPropertyStringComplex = new string("FullPropertyString_Complex") + Convert.ToInt32("1");
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[Export]
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public String FullProperty_String_Complex
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public String FullPropertyStringComplex
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{
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get
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{
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return _fullProperty_String_Complex;
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return _fullPropertyStringComplex;
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}
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set
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{
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_fullProperty_String_Complex = value;
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_fullPropertyStringComplex = value;
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}
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}
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// Lambda Property
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private String _lamdaProperty_String = "LamdaProperty_String";
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private String _lamdaPropertyString = "LamdaPropertyString";
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[Export]
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public String LamdaProperty_String
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public String LamdaPropertyString
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{
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get => _lamdaProperty_String;
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set => _lamdaProperty_String = value;
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get => _lamdaPropertyString;
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set => _lamdaPropertyString = value;
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}
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// Auto Property
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[Export] private Boolean property_Boolean { get; set; } = true;
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[Export] private Char property_Char { get; set; } = 'f';
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[Export] private SByte property_SByte { get; set; } = 10;
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[Export] private Int16 property_Int16 { get; set; } = 10;
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[Export] private Int32 property_Int32 { get; set; } = 10;
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[Export] private Int64 property_Int64 { get; set; } = 10;
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[Export] private Byte property_Byte { get; set; } = 10;
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[Export] private UInt16 property_UInt16 { get; set; } = 10;
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[Export] private UInt32 property_UInt32 { get; set; } = 10;
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[Export] private UInt64 property_UInt64 { get; set; } = 10;
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[Export] private Single property_Single { get; set; } = 10;
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[Export] private Double property_Double { get; set; } = 10;
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[Export] private String property_String { get; set; } = "foo";
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[Export] private Boolean PropertyBoolean { get; set; } = true;
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[Export] private Char PropertyChar { get; set; } = 'f';
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[Export] private SByte PropertySByte { get; set; } = 10;
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[Export] private Int16 PropertyInt16 { get; set; } = 10;
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[Export] private Int32 PropertyInt32 { get; set; } = 10;
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[Export] private Int64 PropertyInt64 { get; set; } = 10;
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[Export] private Byte PropertyByte { get; set; } = 10;
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[Export] private UInt16 PropertyUInt16 { get; set; } = 10;
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[Export] private UInt32 PropertyUInt32 { get; set; } = 10;
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[Export] private UInt64 PropertyUInt64 { get; set; } = 10;
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[Export] private Single PropertySingle { get; set; } = 10;
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[Export] private Double PropertyDouble { get; set; } = 10;
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[Export] private String PropertyString { get; set; } = "foo";
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// Godot structs
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[Export] private Vector2 property_Vector2 { get; set; } = new(10f, 10f);
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[Export] private Vector2I property_Vector2I { get; set; } = Vector2I.Up;
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[Export] private Rect2 property_Rect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
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[Export] private Rect2I property_Rect2I { get; set; } = new(new Vector2I(10, 10), new Vector2I(10, 10));
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[Export] private Transform2D property_Transform2D { get; set; } = Transform2D.Identity;
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[Export] private Vector3 property_Vector3 { get; set; } = new(10f, 10f, 10f);
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[Export] private Vector3I property_Vector3I { get; set; } = Vector3I.Back;
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[Export] private Basis property_Basis { get; set; } = new Basis(Quaternion.Identity);
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[Export] private Quaternion property_Quaternion { get; set; } = new Quaternion(Basis.Identity);
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[Export] private Transform3D property_Transform3D { get; set; } = Transform3D.Identity;
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[Export] private Vector4 property_Vector4 { get; set; } = new(10f, 10f, 10f, 10f);
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[Export] private Vector4I property_Vector4I { get; set; } = Vector4I.One;
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[Export] private Projection property_Projection { get; set; } = Projection.Identity;
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[Export] private Aabb property_Aabb { get; set; } = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
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[Export] private Color property_Color { get; set; } = Colors.Aquamarine;
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[Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ;
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[Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
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[Export] private Signal property_Signal { get; set; } = new Signal(Engine.GetMainLoop(), "property_list_changed");
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[Export] private Vector2 PropertyVector2 { get; set; } = new(10f, 10f);
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[Export] private Vector2I PropertyVector2I { get; set; } = Vector2I.Up;
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[Export] private Rect2 PropertyRect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
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[Export] private Rect2I PropertyRect2I { get; set; } = new(new Vector2I(10, 10), new Vector2I(10, 10));
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[Export] private Transform2D PropertyTransform2D { get; set; } = Transform2D.Identity;
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[Export] private Vector3 PropertyVector3 { get; set; } = new(10f, 10f, 10f);
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[Export] private Vector3I PropertyVector3I { get; set; } = Vector3I.Back;
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[Export] private Basis PropertyBasis { get; set; } = new Basis(Quaternion.Identity);
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[Export] private Quaternion PropertyQuaternion { get; set; } = new Quaternion(Basis.Identity);
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[Export] private Transform3D PropertyTransform3D { get; set; } = Transform3D.Identity;
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[Export] private Vector4 PropertyVector4 { get; set; } = new(10f, 10f, 10f, 10f);
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[Export] private Vector4I PropertyVector4I { get; set; } = Vector4I.One;
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[Export] private Projection PropertyProjection { get; set; } = Projection.Identity;
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[Export] private Aabb PropertyAabb { get; set; } = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
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[Export] private Color PropertyColor { get; set; } = Colors.Aquamarine;
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[Export] private Plane PropertyPlane { get; set; } = Plane.PlaneXZ;
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[Export] private Callable PropertyCallable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
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[Export] private Signal PropertySignal { get; set; } = new Signal(Engine.GetMainLoop(), "Propertylist_changed");
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// Enums
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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enum MyEnum
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public enum MyEnum
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{
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A,
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B,
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C
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}
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[Export] private MyEnum property_Enum { get; set; } = MyEnum.C;
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[Export] private MyEnum PropertyEnum { get; set; } = MyEnum.C;
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[Flags]
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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enum MyFlagsEnum
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public enum MyFlagsEnum
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{
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A,
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B,
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C
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}
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[Export] private MyFlagsEnum property_FlagsEnum { get; set; } = MyFlagsEnum.C;
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[Export] private MyFlagsEnum PropertyFlagsEnum { get; set; } = MyFlagsEnum.C;
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// Arrays
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[Export] private Byte[] property_ByteArray { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int32[] property_Int32Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int64[] property_Int64Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Single[] property_SingleArray { get; set; } = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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[Export] private Double[] property_DoubleArray { get; set; } = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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[Export] private String[] property_StringArray { get; set; } = { "foo", "bar" };
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[Export(PropertyHint.Enum, "A,B,C")] private String[] property_StringArrayEnum { get; set; } = { "foo", "bar" };
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[Export] private Vector2[] property_Vector2Array { get; set; } = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
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[Export] private Vector3[] property_Vector3Array { get; set; } = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
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[Export] private Color[] property_ColorArray { get; set; } = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
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[Export] private GodotObject[] property_GodotObjectOrDerivedArray { get; set; } = { null };
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[Export] private StringName[] field_StringNameArray { get; set; } = { "foo", "bar" };
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[Export] private NodePath[] field_NodePathArray { get; set; } = { "foo", "bar" };
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[Export] private Rid[] field_RidArray { get; set; } = { default, default, default };
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[Export] private Byte[] PropertyByteArray { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int32[] PropertyInt32Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int64[] PropertyInt64Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Single[] PropertySingleArray { get; set; } = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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[Export] private Double[] PropertyDoubleArray { get; set; } = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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[Export] private String[] PropertyStringArray { get; set; } = { "foo", "bar" };
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[Export(PropertyHint.Enum, "A,B,C")] private String[] PropertyStringArrayEnum { get; set; } = { "foo", "bar" };
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[Export] private Vector2[] PropertyVector2Array { get; set; } = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
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[Export] private Vector3[] PropertyVector3Array { get; set; } = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
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[Export] private Color[] PropertyColorArray { get; set; } = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
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[Export] private GodotObject[] PropertyGodotObjectOrDerivedArray { get; set; } = { null };
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[Export] private StringName[] PropertyStringNameArray { get; set; } = { "foo", "bar" };
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[Export] private NodePath[] PropertyNodePathArray { get; set; } = { "foo", "bar" };
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[Export] private Rid[] PropertyRidArray { get; set; } = { default, default, default };
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// Variant
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[Export] private Variant property_Variant { get; set; } = "foo";
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[Export] private Variant PropertyVariant { get; set; } = "foo";
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// Classes
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[Export] private GodotObject property_GodotObjectOrDerived { get; set; }
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[Export] private Godot.Texture property_GodotResourceTexture { get; set; }
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[Export] private StringName property_StringName { get; set; } = new StringName("foo");
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[Export] private NodePath property_NodePath { get; set; } = new NodePath("foo");
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[Export] private Rid property_Rid { get; set; }
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[Export] private GodotObject PropertyGodotObjectOrDerived { get; set; }
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[Export] private Godot.Texture PropertyGodotResourceTexture { get; set; }
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[Export] private StringName PropertyStringName { get; set; } = new StringName("foo");
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[Export] private NodePath PropertyNodePath { get; set; } = new NodePath("foo");
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[Export] private Rid PropertyRid { get; set; }
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[Export]
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private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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private Godot.Collections.Dictionary PropertyGodotDictionary { get; set; } =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export]
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private Godot.Collections.Array property_GodotArray { get; set; } =
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private Godot.Collections.Array PropertyGodotArray { get; set; } =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export]
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private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
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private Godot.Collections.Dictionary<string, bool> PropertyGodotGenericDictionary { get; set; } =
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new() { { "foo", true }, { "bar", false } };
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[Export]
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private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
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private Godot.Collections.Array<int> PropertyGodotGenericArray { get; set; } =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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