* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
In the current style guide, the example for ternary operators includes a "not" in the conditional which is the same text color as the preceding "if" giving the impression that the format for a ternary operation is "[some_value] if not [condition] else [other_value]" which is incorrect, and may be confusing to figure out. I'm new to Godot and I've never used python (which I understand GDScript is based on). My only experience is with c# which I don't believe has a "not" keyword so I was quite confused by this.
This change would remove "not" from the condition to eliminate confusion, and rearrange the values to keep the meaning of the example code the same. Any alternative that removes the "not" would also work.
- The `TOOLS` define wasn't documented anywhere.
- Add `GODOT_REAL_T_IS_DOUBLE` define to the list.
- Custom features as defines were removed and are no longer added.
- `_Process` and `_PhysicsProcess` take their delta argument as a `double`
- Use string interpolation instead of concatenating strings
- Use `string` instead of `String` (`using System` was removed from everywhere in a previous PR)
- Use `System.Array.Empty<T>()` to init empty arrays
- Use `SignalName.*` instead of `nameof(*)` for signals
- Do not use `event` as an argument name (that's a keyword)
- Match node paths to screenshots when retrieving nodes from the tree
- Add a C# example for scene unique nodes
- Update the "Cross language scripting" page
- Add a note about using `is` against `null`
* Update Pausing Games tutorial to match the 4.0 API
Some parts of the page were referring to the 3.x API, I've updated them following the observed behavior and API of 4.0beta9
* Apply suggestions from code review
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
- Mention various caveats of upgrading, such as unavailable features.
- Mention external shaders not being updated by the conversion tool.
- List optional things to do before upgrading to make the process smoother.
Adds a table with the list of methods C# methods that are equivalent to
the methods in Godot's String (including links to Microsoft's
documentation and alternative APIs to consider).