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[Docs][C#] Use PropertyName
constants in more places
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@ -643,7 +643,7 @@
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[csharp]
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var node = new Node2D();
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node.Rotation = 1.5f;
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var a = node.Get("rotation"); // a is 1.5
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var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5
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[/csharp]
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[/codeblocks]
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[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.
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@ -911,7 +911,7 @@
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[/gdscript]
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[csharp]
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var node = new Node2D();
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node.Set("global_scale", new Vector2(8, 2.5));
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node.Set(Node2D.PropertyName.GlobalScale, new Vector2(8, 2.5));
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GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
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[/csharp]
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[/codeblocks]
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@ -936,21 +936,21 @@
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var node = Node2D.new()
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add_child(node)
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node.rotation = 45.0
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node.set_deferred("rotation", 90.0)
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print(node.rotation) # Prints 45.0
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node.rotation = 1.5
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node.set_deferred("rotation", 3.0)
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print(node.rotation) # Prints 1.5
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await get_tree().process_frame
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print(node.rotation) # Prints 90.0
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print(node.rotation) # Prints 3.0
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[/gdscript]
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[csharp]
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var node = new Node2D();
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node.Rotation = 45f;
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node.SetDeferred("rotation", 90f);
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GD.Print(node.Rotation); // Prints 45.0
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node.Rotation = 1.5f;
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node.SetDeferred(Node2D.PropertyName.Rotation, 3f);
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GD.Print(node.Rotation); // Prints 1.5
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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GD.Print(node.Rotation); // Prints 90.0
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GD.Print(node.Rotation); // Prints 3.0
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[/csharp]
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[/codeblocks]
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[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.
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