Merge pull request #50867 from aaronfranke/cs-array-empty
Add documentation to Array in C#
This commit is contained in:
commit
0c68ccecda
|
@ -25,16 +25,30 @@ namespace Godot.Collections
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wrapper around Godot's Array class, an array of Variant
|
||||||
|
/// typed elements allocated in the engine in C++. Useful when
|
||||||
|
/// interfacing with the engine. Otherwise prefer .NET collections
|
||||||
|
/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
|
||||||
|
/// </summary>
|
||||||
public class Array : IList, IDisposable
|
public class Array : IList, IDisposable
|
||||||
{
|
{
|
||||||
ArraySafeHandle safeHandle;
|
ArraySafeHandle safeHandle;
|
||||||
bool disposed = false;
|
bool disposed = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new empty <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
public Array()
|
public Array()
|
||||||
{
|
{
|
||||||
safeHandle = new ArraySafeHandle(godot_icall_Array_Ctor());
|
safeHandle = new ArraySafeHandle(godot_icall_Array_Ctor());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new <see cref="Array"/> from the given collection's elements.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="collection">The collection of elements to construct from.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array(IEnumerable collection) : this()
|
public Array(IEnumerable collection) : this()
|
||||||
{
|
{
|
||||||
if (collection == null)
|
if (collection == null)
|
||||||
|
@ -44,6 +58,11 @@ namespace Godot.Collections
|
||||||
Add(element);
|
Add(element);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new <see cref="Array"/> from the given objects.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="array">The objects to put in the new array.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array(params object[] array) : this()
|
public Array(params object[] array) : this()
|
||||||
{
|
{
|
||||||
if (array == null)
|
if (array == null)
|
||||||
|
@ -71,21 +90,40 @@ namespace Godot.Collections
|
||||||
return safeHandle.DangerousGetHandle();
|
return safeHandle.DangerousGetHandle();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Duplicates this <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="deep">If true, performs a deep copy.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array Duplicate(bool deep = false)
|
public Array Duplicate(bool deep = false)
|
||||||
{
|
{
|
||||||
return new Array(godot_icall_Array_Duplicate(GetPtr(), deep));
|
return new Array(godot_icall_Array_Duplicate(GetPtr(), deep));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resizes this <see cref="Array"/> to the given size.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="newSize">The new size of the array.</param>
|
||||||
|
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
|
||||||
public Error Resize(int newSize)
|
public Error Resize(int newSize)
|
||||||
{
|
{
|
||||||
return godot_icall_Array_Resize(GetPtr(), newSize);
|
return godot_icall_Array_Resize(GetPtr(), newSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shuffles the contents of this <see cref="Array"/> into a random order.
|
||||||
|
/// </summary>
|
||||||
public void Shuffle()
|
public void Shuffle()
|
||||||
{
|
{
|
||||||
godot_icall_Array_Shuffle(GetPtr());
|
godot_icall_Array_Shuffle(GetPtr());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Concatenates these two <see cref="Array"/>s.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="left">The first array.</param>
|
||||||
|
/// <param name="right">The second array.</param>
|
||||||
|
/// <returns>A new Godot Array with the contents of both arrays.</returns>
|
||||||
public static Array operator +(Array left, Array right)
|
public static Array operator +(Array left, Array right)
|
||||||
{
|
{
|
||||||
return new Array(godot_icall_Array_Concatenate(left.GetPtr(), right.GetPtr()));
|
return new Array(godot_icall_Array_Concatenate(left.GetPtr(), right.GetPtr()));
|
||||||
|
@ -93,6 +131,9 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// IDisposable
|
// IDisposable
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Disposes of this <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
if (disposed)
|
if (disposed)
|
||||||
|
@ -109,38 +150,90 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// IList
|
// IList
|
||||||
|
|
||||||
public bool IsReadOnly => false;
|
bool IList.IsReadOnly => false;
|
||||||
|
|
||||||
public bool IsFixedSize => false;
|
bool IList.IsFixedSize => false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the object at the given index.
|
||||||
|
/// </summary>
|
||||||
|
/// <value>The object at the given index.</value>
|
||||||
public object this[int index]
|
public object this[int index]
|
||||||
{
|
{
|
||||||
get => godot_icall_Array_At(GetPtr(), index);
|
get => godot_icall_Array_At(GetPtr(), index);
|
||||||
set => godot_icall_Array_SetAt(GetPtr(), index, value);
|
set => godot_icall_Array_SetAt(GetPtr(), index, value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds an object to the end of this <see cref="Array"/>.
|
||||||
|
/// This is the same as `append` or `push_back` in GDScript.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The object to add.</param>
|
||||||
|
/// <returns>The new size after adding the object.</returns>
|
||||||
public int Add(object value) => godot_icall_Array_Add(GetPtr(), value);
|
public int Add(object value) => godot_icall_Array_Add(GetPtr(), value);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks if this <see cref="Array"/> contains the given object.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The item to look for.</param>
|
||||||
|
/// <returns>Whether or not this array contains the given object.</returns>
|
||||||
public bool Contains(object value) => godot_icall_Array_Contains(GetPtr(), value);
|
public bool Contains(object value) => godot_icall_Array_Contains(GetPtr(), value);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Erases all items from this <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
public void Clear() => godot_icall_Array_Clear(GetPtr());
|
public void Clear() => godot_icall_Array_Clear(GetPtr());
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Searches this <see cref="Array"/> for an object
|
||||||
|
/// and returns its index or -1 if not found.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The object to search for.</param>
|
||||||
|
/// <returns>The index of the object, or -1 if not found.</returns>
|
||||||
public int IndexOf(object value) => godot_icall_Array_IndexOf(GetPtr(), value);
|
public int IndexOf(object value) => godot_icall_Array_IndexOf(GetPtr(), value);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Inserts a new object at a given position in the array.
|
||||||
|
/// The position must be a valid position of an existing item,
|
||||||
|
/// or the position at the end of the array.
|
||||||
|
/// Existing items will be moved to the right.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">The index to insert at.</param>
|
||||||
|
/// <param name="value">The object to insert.</param>
|
||||||
public void Insert(int index, object value) => godot_icall_Array_Insert(GetPtr(), index, value);
|
public void Insert(int index, object value) => godot_icall_Array_Insert(GetPtr(), index, value);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes the first occurrence of the specified value
|
||||||
|
/// from this <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">The value to remove.</param>
|
||||||
public void Remove(object value) => godot_icall_Array_Remove(GetPtr(), value);
|
public void Remove(object value) => godot_icall_Array_Remove(GetPtr(), value);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes an element from this <see cref="Array"/> by index.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">The index of the element to remove.</param>
|
||||||
public void RemoveAt(int index) => godot_icall_Array_RemoveAt(GetPtr(), index);
|
public void RemoveAt(int index) => godot_icall_Array_RemoveAt(GetPtr(), index);
|
||||||
|
|
||||||
// ICollection
|
// ICollection
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the number of elements in this <see cref="Array"/>.
|
||||||
|
/// This is also known as the size or length of the array.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The number of elements.</returns>
|
||||||
public int Count => godot_icall_Array_Count(GetPtr());
|
public int Count => godot_icall_Array_Count(GetPtr());
|
||||||
|
|
||||||
public object SyncRoot => this;
|
object ICollection.SyncRoot => this;
|
||||||
|
|
||||||
public bool IsSynchronized => false;
|
bool ICollection.IsSynchronized => false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Copies the elements of this <see cref="Array"/> to the given
|
||||||
|
/// untyped C# array, starting at the given index.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="array">The array to copy to.</param>
|
||||||
|
/// <param name="index">The index to start at.</param>
|
||||||
public void CopyTo(System.Array array, int index)
|
public void CopyTo(System.Array array, int index)
|
||||||
{
|
{
|
||||||
if (array == null)
|
if (array == null)
|
||||||
|
@ -155,6 +248,10 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// IEnumerable
|
// IEnumerable
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets an enumerator for this <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>An enumerator.</returns>
|
||||||
public IEnumerator GetEnumerator()
|
public IEnumerator GetEnumerator()
|
||||||
{
|
{
|
||||||
int count = Count;
|
int count = Count;
|
||||||
|
@ -165,6 +262,10 @@ namespace Godot.Collections
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Converts this <see cref="Array"/> to a string.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>A string representation of this array.</returns>
|
||||||
public override string ToString()
|
public override string ToString()
|
||||||
{
|
{
|
||||||
return godot_icall_Array_ToString(GetPtr());
|
return godot_icall_Array_ToString(GetPtr());
|
||||||
|
@ -234,6 +335,13 @@ namespace Godot.Collections
|
||||||
internal extern static string godot_icall_Array_ToString(IntPtr ptr);
|
internal extern static string godot_icall_Array_ToString(IntPtr ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Typed wrapper around Godot's Array class, an array of Variant
|
||||||
|
/// typed elements allocated in the engine in C++. Useful when
|
||||||
|
/// interfacing with the engine. Otherwise prefer .NET collections
|
||||||
|
/// such as arrays or <see cref="List{T}"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">The type of the array.</typeparam>
|
||||||
public class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>
|
public class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>
|
||||||
{
|
{
|
||||||
Array objectArray;
|
Array objectArray;
|
||||||
|
@ -246,11 +354,19 @@ namespace Godot.Collections
|
||||||
Array.godot_icall_Array_Generic_GetElementTypeInfo(typeof(T), out elemTypeEncoding, out elemTypeClass);
|
Array.godot_icall_Array_Generic_GetElementTypeInfo(typeof(T), out elemTypeEncoding, out elemTypeClass);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new empty <see cref="Array{T}"/>.
|
||||||
|
/// </summary>
|
||||||
public Array()
|
public Array()
|
||||||
{
|
{
|
||||||
objectArray = new Array();
|
objectArray = new Array();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="collection">The collection of elements to construct from.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array(IEnumerable<T> collection)
|
public Array(IEnumerable<T> collection)
|
||||||
{
|
{
|
||||||
if (collection == null)
|
if (collection == null)
|
||||||
|
@ -259,6 +375,11 @@ namespace Godot.Collections
|
||||||
objectArray = new Array(collection);
|
objectArray = new Array(collection);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new <see cref="Array{T}"/> from the given items.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="array">The items to put in the new array.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array(params T[] array) : this()
|
public Array(params T[] array) : this()
|
||||||
{
|
{
|
||||||
if (array == null)
|
if (array == null)
|
||||||
|
@ -268,6 +389,10 @@ namespace Godot.Collections
|
||||||
objectArray = new Array(array);
|
objectArray = new Array(array);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="array">The untyped array to construct from.</param>
|
||||||
public Array(Array array)
|
public Array(Array array)
|
||||||
{
|
{
|
||||||
objectArray = array;
|
objectArray = array;
|
||||||
|
@ -288,26 +413,49 @@ namespace Godot.Collections
|
||||||
return objectArray.GetPtr();
|
return objectArray.GetPtr();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Converts this typed <see cref="Array{T}"/> to an untyped <see cref="Array"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="from">The typed array to convert.</param>
|
||||||
public static explicit operator Array(Array<T> from)
|
public static explicit operator Array(Array<T> from)
|
||||||
{
|
{
|
||||||
return from.objectArray;
|
return from.objectArray;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Duplicates this <see cref="Array{T}"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="deep">If true, performs a deep copy.</param>
|
||||||
|
/// <returns>A new Godot Array.</returns>
|
||||||
public Array<T> Duplicate(bool deep = false)
|
public Array<T> Duplicate(bool deep = false)
|
||||||
{
|
{
|
||||||
return new Array<T>(objectArray.Duplicate(deep));
|
return new Array<T>(objectArray.Duplicate(deep));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resizes this <see cref="Array{T}"/> to the given size.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="newSize">The new size of the array.</param>
|
||||||
|
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
|
||||||
public Error Resize(int newSize)
|
public Error Resize(int newSize)
|
||||||
{
|
{
|
||||||
return objectArray.Resize(newSize);
|
return objectArray.Resize(newSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
|
||||||
|
/// </summary>
|
||||||
public void Shuffle()
|
public void Shuffle()
|
||||||
{
|
{
|
||||||
objectArray.Shuffle();
|
objectArray.Shuffle();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Concatenates these two <see cref="Array{T}"/>s.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="left">The first array.</param>
|
||||||
|
/// <param name="right">The second array.</param>
|
||||||
|
/// <returns>A new Godot Array with the contents of both arrays.</returns>
|
||||||
public static Array<T> operator +(Array<T> left, Array<T> right)
|
public static Array<T> operator +(Array<T> left, Array<T> right)
|
||||||
{
|
{
|
||||||
return new Array<T>(left.objectArray + right.objectArray);
|
return new Array<T>(left.objectArray + right.objectArray);
|
||||||
|
@ -315,22 +463,44 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// IList<T>
|
// IList<T>
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the value at the given index.
|
||||||
|
/// </summary>
|
||||||
|
/// <value>The value at the given index.</value>
|
||||||
public T this[int index]
|
public T this[int index]
|
||||||
{
|
{
|
||||||
get { return (T)Array.godot_icall_Array_At_Generic(GetPtr(), index, elemTypeEncoding, elemTypeClass); }
|
get { return (T)Array.godot_icall_Array_At_Generic(GetPtr(), index, elemTypeEncoding, elemTypeClass); }
|
||||||
set { objectArray[index] = value; }
|
set { objectArray[index] = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Searches this <see cref="Array{T}"/> for an item
|
||||||
|
/// and returns its index or -1 if not found.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item">The item to search for.</param>
|
||||||
|
/// <returns>The index of the item, or -1 if not found.</returns>
|
||||||
public int IndexOf(T item)
|
public int IndexOf(T item)
|
||||||
{
|
{
|
||||||
return objectArray.IndexOf(item);
|
return objectArray.IndexOf(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Inserts a new item at a given position in the <see cref="Array{T}"/>.
|
||||||
|
/// The position must be a valid position of an existing item,
|
||||||
|
/// or the position at the end of the array.
|
||||||
|
/// Existing items will be moved to the right.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">The index to insert at.</param>
|
||||||
|
/// <param name="item">The item to insert.</param>
|
||||||
public void Insert(int index, T item)
|
public void Insert(int index, T item)
|
||||||
{
|
{
|
||||||
objectArray.Insert(index, item);
|
objectArray.Insert(index, item);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes an element from this <see cref="Array{T}"/> by index.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">The index of the element to remove.</param>
|
||||||
public void RemoveAt(int index)
|
public void RemoveAt(int index)
|
||||||
{
|
{
|
||||||
objectArray.RemoveAt(index);
|
objectArray.RemoveAt(index);
|
||||||
|
@ -338,31 +508,53 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// ICollection<T>
|
// ICollection<T>
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the number of elements in this <see cref="Array{T}"/>.
|
||||||
|
/// This is also known as the size or length of the array.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The number of elements.</returns>
|
||||||
public int Count
|
public int Count
|
||||||
{
|
{
|
||||||
get { return objectArray.Count; }
|
get { return objectArray.Count; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsReadOnly
|
bool ICollection<T>.IsReadOnly => false;
|
||||||
{
|
|
||||||
get { return objectArray.IsReadOnly; }
|
|
||||||
}
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds an item to the end of this <see cref="Array{T}"/>.
|
||||||
|
/// This is the same as `append` or `push_back` in GDScript.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item">The item to add.</param>
|
||||||
|
/// <returns>The new size after adding the item.</returns>
|
||||||
public void Add(T item)
|
public void Add(T item)
|
||||||
{
|
{
|
||||||
objectArray.Add(item);
|
objectArray.Add(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Erases all items from this <see cref="Array{T}"/>.
|
||||||
|
/// </summary>
|
||||||
public void Clear()
|
public void Clear()
|
||||||
{
|
{
|
||||||
objectArray.Clear();
|
objectArray.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks if this <see cref="Array{T}"/> contains the given item.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item">The item to look for.</param>
|
||||||
|
/// <returns>Whether or not this array contains the given item.</returns>
|
||||||
public bool Contains(T item)
|
public bool Contains(T item)
|
||||||
{
|
{
|
||||||
return objectArray.Contains(item);
|
return objectArray.Contains(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Copies the elements of this <see cref="Array{T}"/> to the given
|
||||||
|
/// C# array, starting at the given index.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="array">The C# array to copy to.</param>
|
||||||
|
/// <param name="arrayIndex">The index to start at.</param>
|
||||||
public void CopyTo(T[] array, int arrayIndex)
|
public void CopyTo(T[] array, int arrayIndex)
|
||||||
{
|
{
|
||||||
if (array == null)
|
if (array == null)
|
||||||
|
@ -386,6 +578,12 @@ namespace Godot.Collections
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes the first occurrence of the specified value
|
||||||
|
/// from this <see cref="Array{T}"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item">The value to remove.</param>
|
||||||
|
/// <returns>A bool indicating success or failure.</returns>
|
||||||
public bool Remove(T item)
|
public bool Remove(T item)
|
||||||
{
|
{
|
||||||
return Array.godot_icall_Array_Remove(GetPtr(), item);
|
return Array.godot_icall_Array_Remove(GetPtr(), item);
|
||||||
|
@ -393,6 +591,10 @@ namespace Godot.Collections
|
||||||
|
|
||||||
// IEnumerable<T>
|
// IEnumerable<T>
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets an enumerator for this <see cref="Array{T}"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>An enumerator.</returns>
|
||||||
public IEnumerator<T> GetEnumerator()
|
public IEnumerator<T> GetEnumerator()
|
||||||
{
|
{
|
||||||
int count = objectArray.Count;
|
int count = objectArray.Count;
|
||||||
|
@ -408,6 +610,10 @@ namespace Godot.Collections
|
||||||
return GetEnumerator();
|
return GetEnumerator();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Converts this <see cref="Array{T}"/> to a string.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>A string representation of this array.</returns>
|
||||||
public override string ToString() => objectArray.ToString();
|
public override string ToString() => objectArray.ToString();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue