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C#: Renames to follow .NET naming conventions
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
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@@ -117,19 +117,19 @@ namespace Godot.SourceGenerators.Sample
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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 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 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 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 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 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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@@ -171,7 +171,7 @@ namespace Godot.SourceGenerators.Sample
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[Export] private Godot.Object[] 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 Rid[] field_RidArray { 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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@@ -181,7 +181,7 @@ namespace Godot.SourceGenerators.Sample
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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 Rid property_Rid { get; set; }
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[Export]
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private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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