C#: Make GD.Range return IEnumerable instead of array
- Make NodePath and RID sealed classes. - Renamed rand_range to RandRange.
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4 changed files with 20 additions and 54 deletions
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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@ -125,7 +126,7 @@ namespace Godot
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godot_icall_GD_randomize();
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}
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public static double rand_range(double from, double to)
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public static double RandRange(double from, double to)
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{
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return godot_icall_GD_rand_range(from, to);
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}
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@ -135,70 +136,36 @@ namespace Godot
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return godot_icall_GD_rand_seed(seed, out newSeed);
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}
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public static int[] Range(int length)
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public static IEnumerable<int> Range(int end)
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{
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var ret = new int[length];
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for (int i = 0; i < length; i++)
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{
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ret[i] = i;
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return Range(0, end, 1);
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}
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return ret;
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public static IEnumerable<int> Range(int start, int end)
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{
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return Range(start, end, 1);
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}
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public static int[] Range(int from, int to)
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public static IEnumerable<int> Range(int start, int end, int step)
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{
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if (to < from)
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return new int[0];
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if (end < start && step > 0)
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yield break;
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var ret = new int[to - from];
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if (end > start && step < 0)
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yield break;
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for (int i = from; i < to; i++)
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if (step > 0)
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{
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ret[i - from] = i;
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}
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return ret;
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}
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public static int[] Range(int from, int to, int increment)
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{
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if (to < from && increment > 0)
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return new int[0];
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if (to > from && increment < 0)
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return new int[0];
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// Calculate count
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int count;
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if (increment > 0)
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count = (to - from - 1) / increment + 1;
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else
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count = (from - to - 1) / -increment + 1;
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var ret = new int[count];
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if (increment > 0)
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{
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int idx = 0;
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for (int i = from; i < to; i += increment)
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{
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ret[idx++] = i;
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}
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for (int i = start; i < end; i += step)
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yield return i;
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}
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else
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{
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int idx = 0;
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for (int i = from; i > to; i += increment)
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{
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ret[idx++] = i;
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for (int i = start; i > end; i += step)
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yield return i;
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}
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}
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return ret;
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}
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public static void Seed(ulong seed)
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{
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godot_icall_GD_seed(seed);
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@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
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namespace Godot
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{
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public partial class NodePath : IDisposable
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public sealed partial class NodePath : IDisposable
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{
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private bool disposed = false;
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@ -31,7 +31,7 @@ namespace Godot
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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private void Dispose(bool disposing)
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{
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if (disposed)
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return;
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@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
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namespace Godot
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{
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public partial class RID : IDisposable
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public sealed partial class RID : IDisposable
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{
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private bool disposed = false;
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@ -31,7 +31,7 @@ namespace Godot
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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private void Dispose(bool disposing)
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{
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if (disposed)
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return;
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@ -88,7 +88,6 @@ namespace Godot
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}
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}
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public real_t this[int index, int axis]
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{
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get
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