#18051: Fix indentation issues introduced during clean up

(cherry picked from commit 6b611e6431)
This commit is contained in:
Xavier Cho 2018-04-17 07:53:27 +09:00 committed by Hein-Pieter van Braam
parent d330bee1c2
commit 57c281557a
6 changed files with 16 additions and 16 deletions

View File

@ -112,7 +112,7 @@ namespace Godot
public Vector3 GetLongestAxis() public Vector3 GetLongestAxis()
{ {
var axis = new Vector3(1f, 0f, 0f); var axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x; real_t max_size = size.x;
if (size.y > max_size) if (size.y > max_size)
{ {
@ -149,7 +149,7 @@ namespace Godot
public real_t GetLongestAxisSize() public real_t GetLongestAxisSize()
{ {
real_t max_size = size.x; real_t max_size = size.x;
if (size.y > max_size) if (size.y > max_size)
max_size = size.y; max_size = size.y;
@ -163,7 +163,7 @@ namespace Godot
public Vector3 GetShortestAxis() public Vector3 GetShortestAxis()
{ {
var axis = new Vector3(1f, 0f, 0f); var axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x; real_t max_size = size.x;
if (size.y < max_size) if (size.y < max_size)
{ {
@ -182,7 +182,7 @@ namespace Godot
public Vector3.Axis GetShortestAxisIndex() public Vector3.Axis GetShortestAxisIndex()
{ {
var axis = Vector3.Axis.X; var axis = Vector3.Axis.X;
real_t max_size = size.x; real_t max_size = size.x;
if (size.y < max_size) if (size.y < max_size)
{ {
@ -200,7 +200,7 @@ namespace Godot
public real_t GetShortestAxisSize() public real_t GetShortestAxisSize()
{ {
real_t max_size = size.x; real_t max_size = size.x;
if (size.y < max_size) if (size.y < max_size)
max_size = size.y; max_size = size.y;
@ -396,8 +396,8 @@ namespace Godot
{ {
Vector3 beg_1 = position; Vector3 beg_1 = position;
Vector3 beg_2 = with.position; Vector3 beg_2 = with.position;
var end_1 = new Vector3(size.x, size.y, size.z) + beg_1; var end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2; var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
var min = new Vector3( var min = new Vector3(
beg_1.x < beg_2.x ? beg_1.x : beg_2.x, beg_1.x < beg_2.x ? beg_1.x : beg_2.x,

View File

@ -135,7 +135,7 @@ namespace Godot
if (increment > 0) if (increment > 0)
{ {
int idx = 0; int idx = 0;
for (int i = from; i < to; i += increment) for (int i = from; i < to; i += increment)
{ {
ret[idx++] = i; ret[idx++] = i;
@ -143,7 +143,7 @@ namespace Godot
} }
else else
{ {
int idx = 0; int idx = 0;
for (int i = from; i > to; i += increment) for (int i = from; i > to; i += increment)
{ {
ret[idx++] = i; ret[idx++] = i;

View File

@ -80,7 +80,7 @@ namespace Godot
if (Mathf.Abs(denom) <= Mathf.Epsilon) if (Mathf.Abs(denom) <= Mathf.Epsilon)
return new Vector3(); return new Vector3();
Vector3 result = b.normal.Cross(c.normal) * d + Vector3 result = b.normal.Cross(c.normal) * d +
c.normal.Cross(normal) * b.d + c.normal.Cross(normal) * b.d +
normal.Cross(b.normal) * c.d; normal.Cross(b.normal) * c.d;

View File

@ -141,12 +141,12 @@ namespace Godot
// </summary> // </summary>
public static string Capitalize(this string instance) public static string Capitalize(this string instance)
{ {
string aux = instance.Replace("_", " ").ToLower(); string aux = instance.Replace("_", " ").ToLower();
var cap = string.Empty; var cap = string.Empty;
for (int i = 0; i < aux.GetSliceCount(" "); i++) for (int i = 0; i < aux.GetSliceCount(" "); i++)
{ {
string slice = aux.GetSlicec(' ', i); string slice = aux.GetSlicec(' ', i);
if (slice.Length > 0) if (slice.Length > 0)
{ {
slice = char.ToUpper(slice[0]) + slice.Substring(1); slice = char.ToUpper(slice[0]) + slice.Substring(1);
@ -842,8 +842,8 @@ namespace Godot
public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true) public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
{ {
var ret = new List<float>(); var ret = new List<float>();
int from = 0; int from = 0;
int len = instance.Length; int len = instance.Length;
while (true) while (true)
{ {

View File

@ -185,7 +185,7 @@ namespace Godot
// Construct matrix // Construct matrix
var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c)); var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
Vector2 scale = s1.LinearInterpolate(s2, c); Vector2 scale = s1.LinearInterpolate(s2, c);
res.x *= scale; res.x *= scale;
res.y *= scale; res.y *= scale;

View File

@ -100,7 +100,7 @@ namespace Godot
public Vector2 Clamped(real_t length) public Vector2 Clamped(real_t length)
{ {
var v = this; var v = this;
real_t l = Length(); real_t l = Length();
if (l > 0 && length < l) if (l > 0 && length < l)
{ {