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C#: Renames to follow .NET naming conventions

Renamed C# types and members to use PascalCase and follow .NET naming conventions.
This commit is contained in:
Raul Santos
2022-12-07 16:11:39 +01:00
parent 4788cb35c1
commit a968e51414
60 changed files with 2885 additions and 2536 deletions

View File

@@ -117,19 +117,19 @@ namespace Godot.SourceGenerators.Sample
// Godot structs
[Export] private Vector2 property_Vector2 { get; set; } = new(10f, 10f);
[Export] private Vector2i property_Vector2i { get; set; } = Vector2i.Up;
[Export] private Vector2I property_Vector2I { get; set; } = Vector2I.Up;
[Export] private Rect2 property_Rect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
[Export] private Rect2i property_Rect2i { get; set; } = new(new Vector2i(10, 10), new Vector2i(10, 10));
[Export] private Rect2I property_Rect2I { get; set; } = new(new Vector2I(10, 10), new Vector2I(10, 10));
[Export] private Transform2D property_Transform2D { get; set; } = Transform2D.Identity;
[Export] private Vector3 property_Vector3 { get; set; } = new(10f, 10f, 10f);
[Export] private Vector3i property_Vector3i { get; set; } = Vector3i.Back;
[Export] private Vector3I property_Vector3I { get; set; } = Vector3I.Back;
[Export] private Basis property_Basis { get; set; } = new Basis(Quaternion.Identity);
[Export] private Quaternion property_Quaternion { get; set; } = new Quaternion(Basis.Identity);
[Export] private Transform3D property_Transform3D { get; set; } = Transform3D.Identity;
[Export] private Vector4 property_Vector4 { get; set; } = new(10f, 10f, 10f, 10f);
[Export] private Vector4i property_Vector4i { get; set; } = Vector4i.One;
[Export] private Vector4I property_Vector4I { get; set; } = Vector4I.One;
[Export] private Projection property_Projection { get; set; } = Projection.Identity;
[Export] private AABB property_AABB { get; set; } = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
[Export] private Aabb property_Aabb { get; set; } = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
[Export] private Color property_Color { get; set; } = Colors.Aquamarine;
[Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ;
[Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
@@ -171,7 +171,7 @@ namespace Godot.SourceGenerators.Sample
[Export] private Godot.Object[] property_GodotObjectOrDerivedArray { get; set; } = { null };
[Export] private StringName[] field_StringNameArray { get; set; } = { "foo", "bar" };
[Export] private NodePath[] field_NodePathArray { get; set; } = { "foo", "bar" };
[Export] private RID[] field_RIDArray { get; set; } = { default, default, default };
[Export] private Rid[] field_RidArray { get; set; } = { default, default, default };
// Variant
[Export] private Variant property_Variant { get; set; } = "foo";
@@ -181,7 +181,7 @@ namespace Godot.SourceGenerators.Sample
[Export] private Godot.Texture property_GodotResourceTexture { get; set; }
[Export] private StringName property_StringName { get; set; } = new StringName("foo");
[Export] private NodePath property_NodePath { get; set; } = new NodePath("foo");
[Export] private RID property_RID { get; set; }
[Export] private Rid property_Rid { get; set; }
[Export]
private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =