Replace XML codeblock spaces with tabs

This commit is contained in:
kobewi
2025-05-17 20:00:17 +02:00
committed by Rémi Verschelde
parent 5dd76968d8
commit 13f642d959
122 changed files with 2407 additions and 2432 deletions

View File

@@ -14,18 +14,18 @@
extends EditorTranslationParserPlugin
func _parse_file(path):
var ret: Array[PackedStringArray] = []
var file = FileAccess.open(path, FileAccess.READ)
var text = file.get_as_text()
var split_strs = text.split(",", false)
for s in split_strs:
ret.append(PackedStringArray([s]))
#print("Extracted string: " + s)
var ret: Array[PackedStringArray] = []
var file = FileAccess.open(path, FileAccess.READ)
var text = file.get_as_text()
var split_strs = text.split(",", false)
for s in split_strs:
ret.append(PackedStringArray([s]))
#print("Extracted string: " + s)
return ret
return ret
func _get_recognized_extensions():
return ["csv"]
return ["csv"]
[/gdscript]
[csharp]
using Godot;
@@ -33,24 +33,24 @@
[Tool]
public partial class CustomParser : EditorTranslationParserPlugin
{
public override Godot.Collections.Array<string[]> _ParseFile(string path)
{
Godot.Collections.Array<string[]> ret;
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
string text = file.GetAsText();
string[] splitStrs = text.Split(",", allowEmpty: false);
foreach (string s in splitStrs)
{
ret.Add([s]);
//GD.Print($"Extracted string: {s}");
}
return ret;
}
public override Godot.Collections.Array<string[]> _ParseFile(string path)
{
Godot.Collections.Array<string[]> ret;
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
string text = file.GetAsText();
string[] splitStrs = text.Split(",", allowEmpty: false);
foreach (string s in splitStrs)
{
ret.Add([s]);
//GD.Print($"Extracted string: {s}");
}
return ret;
}
public override string[] _GetRecognizedExtensions()
{
return ["csv"];
}
public override string[] _GetRecognizedExtensions()
{
return ["csv"];
}
}
[/csharp]
[/codeblocks]
@@ -77,24 +77,24 @@
[codeblocks]
[gdscript]
func _parse_file(path):
var res = ResourceLoader.load(path, "Script")
var text = res.source_code
# Parsing logic.
var res = ResourceLoader.load(path, "Script")
var text = res.source_code
# Parsing logic.
func _get_recognized_extensions():
return ["gd"]
return ["gd"]
[/gdscript]
[csharp]
public override Godot.Collections.Array<string[]> _ParseFile(string path)
{
var res = ResourceLoader.Load<Script>(path, "Script");
string text = res.SourceCode;
// Parsing logic.
var res = ResourceLoader.Load<Script>(path, "Script");
string text = res.SourceCode;
// Parsing logic.
}
public override string[] _GetRecognizedExtensions()
{
return ["gd"];
return ["gd"];
}
[/csharp]
[/codeblocks]