Merge pull request #89246 from AThousandShips/dotnet_name
[Docs][C#] Use `PropertyName` constants in more places
This commit is contained in:
commit
aef11a1427
1 changed files with 10 additions and 10 deletions
|
@ -643,7 +643,7 @@
|
||||||
[csharp]
|
[csharp]
|
||||||
var node = new Node2D();
|
var node = new Node2D();
|
||||||
node.Rotation = 1.5f;
|
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]
|
[/csharp]
|
||||||
[/codeblocks]
|
[/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.
|
[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]
|
[/gdscript]
|
||||||
[csharp]
|
[csharp]
|
||||||
var node = new Node2D();
|
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)
|
GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
|
||||||
[/csharp]
|
[/csharp]
|
||||||
[/codeblocks]
|
[/codeblocks]
|
||||||
|
@ -936,21 +936,21 @@
|
||||||
var node = Node2D.new()
|
var node = Node2D.new()
|
||||||
add_child(node)
|
add_child(node)
|
||||||
|
|
||||||
node.rotation = 45.0
|
node.rotation = 1.5
|
||||||
node.set_deferred("rotation", 90.0)
|
node.set_deferred("rotation", 3.0)
|
||||||
print(node.rotation) # Prints 45.0
|
print(node.rotation) # Prints 1.5
|
||||||
|
|
||||||
await get_tree().process_frame
|
await get_tree().process_frame
|
||||||
print(node.rotation) # Prints 90.0
|
print(node.rotation) # Prints 3.0
|
||||||
[/gdscript]
|
[/gdscript]
|
||||||
[csharp]
|
[csharp]
|
||||||
var node = new Node2D();
|
var node = new Node2D();
|
||||||
node.Rotation = 45f;
|
node.Rotation = 1.5f;
|
||||||
node.SetDeferred("rotation", 90f);
|
node.SetDeferred(Node2D.PropertyName.Rotation, 3f);
|
||||||
GD.Print(node.Rotation); // Prints 45.0
|
GD.Print(node.Rotation); // Prints 1.5
|
||||||
|
|
||||||
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||||
GD.Print(node.Rotation); // Prints 90.0
|
GD.Print(node.Rotation); // Prints 3.0
|
||||||
[/csharp]
|
[/csharp]
|
||||||
[/codeblocks]
|
[/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.
|
[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.
|
||||||
|
|
Loading…
Reference in a new issue