From 2f1f8ee39b53798a070954a68df0996916193dff Mon Sep 17 00:00:00 2001 From: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Date: Thu, 7 Mar 2024 13:00:34 +0100 Subject: [PATCH] [Docs][C#] Use `PropertyName` constants in more places --- doc/classes/Object.xml | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 724c9a38d81..065b75382d4 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -643,7 +643,7 @@ [csharp] var node = new Node2D(); node.Rotation = 1.5f; - var a = node.Get("rotation"); // a is 1.5 + var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5 [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. @@ -911,7 +911,7 @@ [/gdscript] [csharp] var node = new Node2D(); - node.Set("global_scale", new Vector2(8, 2.5)); + node.Set(Node2D.PropertyName.GlobalScale, new Vector2(8, 2.5)); GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5) [/csharp] [/codeblocks] @@ -936,21 +936,21 @@ var node = Node2D.new() add_child(node) - node.rotation = 45.0 - node.set_deferred("rotation", 90.0) - print(node.rotation) # Prints 45.0 + node.rotation = 1.5 + node.set_deferred("rotation", 3.0) + print(node.rotation) # Prints 1.5 await get_tree().process_frame - print(node.rotation) # Prints 90.0 + print(node.rotation) # Prints 3.0 [/gdscript] [csharp] var node = new Node2D(); - node.Rotation = 45f; - node.SetDeferred("rotation", 90f); - GD.Print(node.Rotation); // Prints 45.0 + node.Rotation = 1.5f; + node.SetDeferred(Node2D.PropertyName.Rotation, 3f); + GD.Print(node.Rotation); // Prints 1.5 await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); - GD.Print(node.Rotation); // Prints 90.0 + GD.Print(node.Rotation); // Prints 3.0 [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.