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Unify C# naming notes and comments
(cherry picked from commit 8916cbd4b2)
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@@ -407,6 +407,7 @@ Next, add this code to the function:
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnBodyEntered(Node2D body)
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{
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Hide(); // Player disappears after being hit.
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@@ -117,6 +117,7 @@ to the ``Mob`` and add this code:
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnVisibleOnScreenNotifier2DScreenExited()
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{
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QueueFree();
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@@ -168,11 +168,13 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnScoreTimerTimeout()
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{
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_score++;
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}
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnStartTimerTimeout()
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{
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GetNode<Timer>("MobTimer").Start();
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@@ -219,6 +221,7 @@ Note that a new instance must be added to the scene using ``add_child()``.
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnMobTimerTimeout()
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{
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// Note: Normally it is best to use explicit types rather than the `var`
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@@ -199,12 +199,14 @@ signal of ``MessageTimer``, and add the following code to the new functions:
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnStartButtonPressed()
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{
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GetNode<Button>("StartButton").Hide();
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EmitSignal(SignalName.StartGame);
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}
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnMessageTimerTimeout()
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{
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GetNode<Label>("Message").Hide();
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@@ -8,6 +8,17 @@ Moving the player with code
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It's time to code! We're going to use the input actions we created in the last
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part to move the character.
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.. note:: For this project, we will be following the Godot naming conventions.
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- **GDScript**: Classes (nodes) use PascalCase, variables and
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functions use snake_case, and constants use ALL_CAPS (See
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:ref:`doc_gdscript_styleguide`).
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- **C#**: Classes, export variables and methods use PascalCase,
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private fields use _camelCase, local variables and parameters use
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camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
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the method names precisely when connecting signals.
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Right-click the ``Player`` node and select *Attach Script* to add a new script to
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it. In the popup, set the *Template* to *Empty* before pressing the *Create*
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button.
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@@ -241,7 +241,7 @@ method. This function destroys the instance it's called on.
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnVisibilityNotifierScreenExited()
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{
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QueueFree();
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@@ -323,7 +323,7 @@ Here is the complete ``Mob.gd`` script for reference.
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Velocity = Velocity.Rotated(Vector3.Up, Rotation.Y);
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}
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// We also specified this function name in PascalCase in the editor's connection window
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnVisibilityNotifierScreenExited()
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{
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QueueFree();
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@@ -244,7 +244,7 @@ Let's code the mob spawning logic. We're going to:
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnMobTimerTimeout()
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{
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// Create a new instance of the Mob scene.
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@@ -96,7 +96,7 @@ a ``die()`` function that helps us put a descriptive label on the code.
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QueueFree();
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}
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// We also specified this function name in PascalCase in the editor's connection window
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnMobDetectorBodyEntered(Node3D body)
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{
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Die();
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@@ -143,7 +143,7 @@ Get the timer, and stop it, in the ``_on_player_hit()`` function.
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.. code-tab:: csharp
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// We also specified this function name in PascalCase in the editor's connection window
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnPlayerHit()
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{
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GetNode<Timer>("MobTimer").Stop();
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@@ -32,6 +32,17 @@ the bar to reflect the change. To do so, in Godot, you would use signals.
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We will now use a signal to make our Godot icon from the previous lesson
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(:ref:`doc_scripting_player_input`) move and stop by pressing a button.
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.. note:: For this project, we will be following the Godot naming conventions.
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- **GDScript**: Classes (nodes) use PascalCase, variables and
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functions use snake_case, and constants use ALL_CAPS (See
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:ref:`doc_gdscript_styleguide`).
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- **C#**: Classes, export variables and methods use PascalCase,
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private fields use _camelCase, local variables and parameters use
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camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
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the method names precisely when connecting signals.
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.. Example
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Scene setup
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@@ -156,6 +167,7 @@ the ``not`` keyword to invert the value.
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.. code-tab:: csharp C#
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnButtonPressed()
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{
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SetProcess(!IsProcessing());
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@@ -221,6 +233,7 @@ Your complete ``sprite_2d.gd`` code should look like the following.
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Position += velocity * (float)delta;
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}
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnButtonPressed()
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{
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SetProcess(!IsProcessing());
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@@ -393,6 +406,7 @@ Here is the complete ``sprite_2d.gd`` file for reference.
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Position += velocity * (float)delta;
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}
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// We also specified this function name in PascalCase in the editor's connection window.
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private void OnButtonPressed()
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{
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SetProcess(!IsProcessing());
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