[Docs][C#] Use PropertyName constants in more places

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A Thousand Ships 2024-03-07 13:00:34 +01:00
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commit 2f1f8ee39b
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@ -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.