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

@@ -39,36 +39,36 @@
[codeblocks]
[gdscript]
func _get(property):
if property == "fake_property":
print("Getting my property!")
return 4
if property == "fake_property":
print("Getting my property!")
return 4
func _get_property_list():
return [
{ "name": "fake_property", "type": TYPE_INT }
]
return [
{ "name": "fake_property", "type": TYPE_INT }
]
[/gdscript]
[csharp]
public override Variant _Get(StringName property)
{
if (property == "FakeProperty")
{
GD.Print("Getting my property!");
return 4;
}
return default;
if (property == "FakeProperty")
{
GD.Print("Getting my property!");
return 4;
}
return default;
}
public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
{
return
[
new Godot.Collections.Dictionary()
{
{ "name", "FakeProperty" },
{ "type", (int)Variant.Type.Int },
},
];
return
[
new Godot.Collections.Dictionary()
{
{ "name", "FakeProperty" },
{ "type", (int)Variant.Type.Int },
},
];
}
[/csharp]
[/codeblocks]
@@ -87,98 +87,98 @@
extends Node
@export var number_count = 3:
set(nc):
number_count = nc
numbers.resize(number_count)
notify_property_list_changed()
set(nc):
number_count = nc
numbers.resize(number_count)
notify_property_list_changed()
var numbers = PackedInt32Array([0, 0, 0])
func _get_property_list():
var properties = []
var properties = []
for i in range(number_count):
properties.append({
"name": "number_%d" % i,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "ZERO,ONE,TWO,THREE,FOUR,FIVE",
})
for i in range(number_count):
properties.append({
"name": "number_%d" % i,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "ZERO,ONE,TWO,THREE,FOUR,FIVE",
})
return properties
return properties
func _get(property):
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
return numbers[index]
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
return numbers[index]
func _set(property, value):
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
numbers[index] = value
return true
return false
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
numbers[index] = value
return true
return false
[/gdscript]
[csharp]
[Tool]
public partial class MyNode : Node
{
private int _numberCount;
private int _numberCount;
[Export]
public int NumberCount
{
get => _numberCount;
set
{
_numberCount = value;
_numbers.Resize(_numberCount);
NotifyPropertyListChanged();
}
}
[Export]
public int NumberCount
{
get => _numberCount;
set
{
_numberCount = value;
_numbers.Resize(_numberCount);
NotifyPropertyListChanged();
}
}
private Godot.Collections.Array<int> _numbers = [];
private Godot.Collections.Array<int> _numbers = [];
public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
{
Godot.Collections.Array<Godot.Collections.Dictionary> properties = [];
public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
{
Godot.Collections.Array<Godot.Collections.Dictionary> properties = [];
for (int i = 0; i < _numberCount; i++)
{
properties.Add(new Godot.Collections.Dictionary()
{
{ "name", $"number_{i}" },
{ "type", (int)Variant.Type.Int },
{ "hint", (int)PropertyHint.Enum },
{ "hint_string", "Zero,One,Two,Three,Four,Five" },
});
}
for (int i = 0; i < _numberCount; i++)
{
properties.Add(new Godot.Collections.Dictionary()
{
{ "name", $"number_{i}" },
{ "type", (int)Variant.Type.Int },
{ "hint", (int)PropertyHint.Enum },
{ "hint_string", "Zero,One,Two,Three,Four,Five" },
});
}
return properties;
}
return properties;
}
public override Variant _Get(StringName property)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
int index = int.Parse(propertyName.Substring("number_".Length));
return _numbers[index];
}
return default;
}
public override Variant _Get(StringName property)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
int index = int.Parse(propertyName.Substring("number_".Length));
return _numbers[index];
}
return default;
}
public override bool _Set(StringName property, Variant value)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
int index = int.Parse(propertyName.Substring("number_".Length));
_numbers[index] = value.As<int>();
return true;
}
return false;
}
public override bool _Set(StringName property, Variant value)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
int index = int.Parse(propertyName.Substring("number_".Length));
_numbers[index] = value.As<int>();
return true;
}
return false;
}
}
[/csharp]
[/codeblocks]
@@ -208,29 +208,29 @@
Initializes the iterator. [param iter] stores the iteration state. Since GDScript does not support passing arguments by reference, a single-element array is used as a wrapper. Returns [code]true[/code] so long as the iterator has not reached the end.
[codeblock]
class MyRange:
var _from
var _to
var _from
var _to
func _init(from, to):
assert(from <= to)
_from = from
_to = to
func _init(from, to):
assert(from <= to)
_from = from
_to = to
func _iter_init(iter):
iter[0] = _from
return iter[0] < _to
func _iter_init(iter):
iter[0] = _from
return iter[0] < _to
func _iter_next(iter):
iter[0] += 1
return iter[0] < _to
func _iter_next(iter):
iter[0] += 1
return iter[0] < _to
func _iter_get(iter):
return iter
func _iter_get(iter):
return iter
func _ready():
var my_range = MyRange.new(2, 5)
for x in my_range:
print(x) # Prints 2, 3, 4.
var my_range = MyRange.new(2, 5)
for x in my_range:
print(x) # Prints 2, 3, 4.
[/codeblock]
[b]Note:[/b] Alternatively, you can ignore [param iter] and use the object's state instead, see [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_advanced.html#custom-iterators]online docs[/url] for an example. Note that in this case you will not be able to reuse the same iterator instance in nested loops. Also, make sure you reset the iterator state in this method if you want to reuse the same instance multiple times.
</description>
@@ -250,16 +250,16 @@
[codeblocks]
[gdscript]
func _notification(what):
if what == NOTIFICATION_PREDELETE:
print("Goodbye!")
if what == NOTIFICATION_PREDELETE:
print("Goodbye!")
[/gdscript]
[csharp]
public override void _Notification(int what)
{
if (what == NotificationPredelete)
{
GD.Print("Goodbye!");
}
if (what == NotificationPredelete)
{
GD.Print("Goodbye!");
}
}
[/csharp]
[/codeblocks]
@@ -294,42 +294,42 @@
var internal_data = {}
func _set(property, value):
if property == "fake_property":
# Storing the value in the fake property.
internal_data["fake_property"] = value
return true
return false
if property == "fake_property":
# Storing the value in the fake property.
internal_data["fake_property"] = value
return true
return false
func _get_property_list():
return [
{ "name": "fake_property", "type": TYPE_INT }
]
return [
{ "name": "fake_property", "type": TYPE_INT }
]
[/gdscript]
[csharp]
private Godot.Collections.Dictionary _internalData = new Godot.Collections.Dictionary();
public override bool _Set(StringName property, Variant value)
{
if (property == "FakeProperty")
{
// Storing the value in the fake property.
_internalData["FakeProperty"] = value;
return true;
}
if (property == "FakeProperty")
{
// Storing the value in the fake property.
_internalData["FakeProperty"] = value;
return true;
}
return false;
return false;
}
public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
{
return
[
new Godot.Collections.Dictionary()
{
{ "name", "FakeProperty" },
{ "type", (int)Variant.Type.Int },
},
];
return
[
new Godot.Collections.Dictionary()
{
{ "name", "FakeProperty" },
{ "type", (int)Variant.Type.Int },
},
];
}
[/csharp]
[/codeblocks]
@@ -341,11 +341,11 @@
Override this method to customize the return value of [method to_string], and therefore the object's representation as a [String].
[codeblock]
func _to_string():
return "Welcome to Godot 4!"
return "Welcome to Godot 4!"
func _init():
print(self) # Prints "Welcome to Godot 4!"
var a = str(self) # a is "Welcome to Godot 4!"
print(self) # Prints "Welcome to Godot 4!"
var a = str(self) # a is "Welcome to Godot 4!"
[/codeblock]
</description>
</method>
@@ -360,43 +360,43 @@
extends Node
@export var is_number_editable: bool:
set(value):
is_number_editable = value
notify_property_list_changed()
set(value):
is_number_editable = value
notify_property_list_changed()
@export var number: int
func _validate_property(property: Dictionary):
if property.name == "number" and not is_number_editable:
property.usage |= PROPERTY_USAGE_READ_ONLY
if property.name == "number" and not is_number_editable:
property.usage |= PROPERTY_USAGE_READ_ONLY
[/gdscript]
[csharp]
[Tool]
public partial class MyNode : Node
{
private bool _isNumberEditable;
private bool _isNumberEditable;
[Export]
public bool IsNumberEditable
{
get =&gt; _isNumberEditable;
set
{
_isNumberEditable = value;
NotifyPropertyListChanged();
}
}
[Export]
public bool IsNumberEditable
{
get =&gt; _isNumberEditable;
set
{
_isNumberEditable = value;
NotifyPropertyListChanged();
}
}
[Export]
public int Number { get; set; }
[Export]
public int Number { get; set; }
public override void _ValidateProperty(Godot.Collections.Dictionary property)
{
if (property["name"].AsStringName() == PropertyName.Number &amp;&amp; !IsNumberEditable)
{
var usage = property["usage"].As&lt;PropertyUsageFlags&gt;() | PropertyUsageFlags.ReadOnly;
property["usage"] = (int)usage;
}
}
public override void _ValidateProperty(Godot.Collections.Dictionary property)
{
if (property["name"].AsStringName() == PropertyName.Number &amp;&amp; !IsNumberEditable)
{
var usage = property["usage"].As&lt;PropertyUsageFlags&gt;() | PropertyUsageFlags.ReadOnly;
property["usage"] = (int)usage;
}
}
}
[/csharp]
[/codeblocks]
@@ -411,23 +411,23 @@
[codeblocks]
[gdscript]
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])
[/gdscript]
[csharp]
AddUserSignal("Hurt",
[
new Godot.Collections.Dictionary()
{
{ "name", "damage" },
{ "type", (int)Variant.Type.Int },
},
new Godot.Collections.Dictionary()
{
{ "name", "source" },
{ "type", (int)Variant.Type.Object },
},
new Godot.Collections.Dictionary()
{
{ "name", "damage" },
{ "type", (int)Variant.Type.Int },
},
new Godot.Collections.Dictionary()
{
{ "name", "source" },
{ "type", (int)Variant.Type.Object },
},
]);
[/csharp]
[/codeblocks]