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Fix C# style with dotnet format
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@@ -94,16 +94,20 @@ namespace Godot.SourceGenerators.Sample
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[Export] private NodePath field_NodePath = new NodePath("foo");
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[Export] private NodePath field_NodePath = new NodePath("foo");
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[Export] private RID field_RID;
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[Export] private RID field_RID;
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[Export] private Godot.Collections.Dictionary field_GodotDictionary =
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[Export]
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private Godot.Collections.Dictionary field_GodotDictionary =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export] private Godot.Collections.Array field_GodotArray =
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[Export]
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private Godot.Collections.Array field_GodotArray =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export] private Godot.Collections.Dictionary<string, bool> field_GodotGenericDictionary =
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[Export]
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private Godot.Collections.Dictionary<string, bool> field_GodotGenericDictionary =
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new() { { "foo", true }, { "bar", false } };
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new() { { "foo", true }, { "bar", false } };
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[Export] private Godot.Collections.Array<int> field_GodotGenericArray =
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[Export]
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private Godot.Collections.Array<int> field_GodotGenericArray =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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}
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}
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@@ -94,16 +94,20 @@ namespace Godot.SourceGenerators.Sample
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[Export] private NodePath property_NodePath { get; set; } = new NodePath("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] private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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[Export]
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private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export] private Godot.Collections.Array property_GodotArray { get; set; } =
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[Export]
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private Godot.Collections.Array property_GodotArray { get; set; } =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export] private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
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[Export]
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private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
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new() { { "foo", true }, { "bar", false } };
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new() { { "foo", true }, { "bar", false } };
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[Export] private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
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[Export]
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private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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}
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}
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@@ -123,12 +123,16 @@ namespace GodotTools.IdeMessaging
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string projectMetadataDir = Path.Combine(godotProjectDir, ".godot", "mono", "metadata");
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string projectMetadataDir = Path.Combine(godotProjectDir, ".godot", "mono", "metadata");
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// FileSystemWatcher requires an existing directory
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// FileSystemWatcher requires an existing directory
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if (!Directory.Exists(projectMetadataDir)) {
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if (!Directory.Exists(projectMetadataDir))
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{
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// Check if the non hidden version exists
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// Check if the non hidden version exists
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string nonHiddenProjectMetadataDir = Path.Combine(godotProjectDir, "godot", "mono", "metadata");
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string nonHiddenProjectMetadataDir = Path.Combine(godotProjectDir, "godot", "mono", "metadata");
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if (Directory.Exists(nonHiddenProjectMetadataDir)) {
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if (Directory.Exists(nonHiddenProjectMetadataDir))
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{
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projectMetadataDir = nonHiddenProjectMetadataDir;
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projectMetadataDir = nonHiddenProjectMetadataDir;
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} else {
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}
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else
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{
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Directory.CreateDirectory(projectMetadataDir);
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Directory.CreateDirectory(projectMetadataDir);
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}
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}
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}
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}
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@@ -249,8 +249,8 @@ namespace GodotTools.OpenVisualStudio
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// Thread call was rejected, so try again.
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// Thread call was rejected, so try again.
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int IOleMessageFilter.RetryRejectedCall(IntPtr hTaskCallee, int dwTickCount, int dwRejectType)
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int IOleMessageFilter.RetryRejectedCall(IntPtr hTaskCallee, int dwTickCount, int dwRejectType)
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{
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{
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if (dwRejectType == 2)
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// flag = SERVERCALL_RETRYLATER
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// flag = SERVERCALL_RETRYLATER
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if (dwRejectType == 2)
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{
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{
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// Retry the thread call immediately if return >= 0 & < 100
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// Retry the thread call immediately if return >= 0 & < 100
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return 99;
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return 99;
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@@ -76,13 +76,20 @@ namespace GodotTools.Export
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else
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else
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{
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{
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string arch = "";
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string arch = "";
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if (features.Contains("x86_64")) {
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if (features.Contains("x86_64"))
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{
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arch = "x86_64";
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arch = "x86_64";
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} else if (features.Contains("x86_32")) {
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}
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else if (features.Contains("x86_32"))
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{
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arch = "x86_32";
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arch = "x86_32";
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} else if (features.Contains("arm64")) {
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}
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else if (features.Contains("arm64"))
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{
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arch = "arm64";
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arch = "arm64";
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} else if (features.Contains("arm32")) {
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}
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else if (features.Contains("arm32"))
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{
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arch = "arm32";
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arch = "arm32";
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}
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}
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CompileAssembliesForDesktop(exporter, platform, isDebug, arch, aotOpts, aotTempDir, outputDataDir, assembliesPrepared, bclDir);
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CompileAssembliesForDesktop(exporter, platform, isDebug, arch, aotOpts, aotTempDir, outputDataDir, assembliesPrepared, bclDir);
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