#18051: Use 'var' when applicable

This commit is contained in:
Xavier Cho 2018-04-08 12:30:43 +09:00
parent 0ef3e0577b
commit fdfc478c88
14 changed files with 109 additions and 109 deletions

View File

@ -111,8 +111,8 @@ namespace Godot
public Vector3 GetLongestAxis()
{
Vector3 axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x;
var axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x;
if (size.y > max_size)
{
@ -131,7 +131,7 @@ namespace Godot
public Vector3.Axis GetLongestAxisIndex()
{
Vector3.Axis axis = Vector3.Axis.X;
var axis = Vector3.Axis.X;
real_t max_size = size.x;
if (size.y > max_size)
@ -151,7 +151,7 @@ namespace Godot
public real_t GetLongestAxisSize()
{
real_t max_size = size.x;
real_t max_size = size.x;
if (size.y > max_size)
max_size = size.y;
@ -164,8 +164,8 @@ namespace Godot
public Vector3 GetShortestAxis()
{
Vector3 axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x;
var axis = new Vector3(1f, 0f, 0f);
real_t max_size = size.x;
if (size.y < max_size)
{
@ -184,8 +184,8 @@ namespace Godot
public Vector3.Axis GetShortestAxisIndex()
{
Vector3.Axis axis = Vector3.Axis.X;
real_t max_size = size.x;
var axis = Vector3.Axis.X;
real_t max_size = size.x;
if (size.y < max_size)
{
@ -204,7 +204,7 @@ namespace Godot
public real_t GetShortestAxisSize()
{
real_t max_size = size.x;
real_t max_size = size.x;
if (size.y < max_size)
max_size = size.y;
@ -228,7 +228,7 @@ namespace Godot
public AABB Grow(real_t by)
{
AABB res = this;
var res = this;
res.position.x -= by;
res.position.y -= by;
@ -339,7 +339,7 @@ namespace Godot
bool over = false;
bool under = false;
for (int i = 0; i < 8; i++)
for (var i = 0; i < 8; i++)
{
if (plane.DistanceTo(points[i]) > 0)
over = true;
@ -355,7 +355,7 @@ namespace Godot
real_t min = 0f;
real_t max = 1f;
for (int i = 0; i < 3; i++)
for (var i = 0; i < 3; i++)
{
real_t seg_from = from[i];
real_t seg_to = to[i];
@ -400,16 +400,16 @@ namespace Godot
{
Vector3 beg_1 = position;
Vector3 beg_2 = with.position;
Vector3 end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
Vector3 end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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;
Vector3 min = new Vector3(
var min = new Vector3(
(beg_1.x < beg_2.x) ? beg_1.x : beg_2.x,
(beg_1.y < beg_2.y) ? beg_1.y : beg_2.y,
(beg_1.z < beg_2.z) ? beg_1.z : beg_2.z
);
Vector3 max = new Vector3(
var max = new Vector3(
(end_1.x > end_2.x) ? end_1.x : end_2.x,
(end_1.y > end_2.y) ? end_1.y : end_2.y,
(end_1.z > end_2.z) ? end_1.z : end_2.z

View File

@ -220,11 +220,11 @@ namespace Godot
public int GetOrthogonalIndex()
{
Basis orth = this;
var orth = this;
for (int i = 0; i < 3; i++)
for (var i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
for (var j = 0; j < 3; j++)
{
real_t v = orth[i, j];
@ -239,7 +239,7 @@ namespace Godot
}
}
for (int i = 0; i < 24; i++)
for (var i = 0; i < 24; i++)
{
if (orthoBases[i] == orth)
return i;
@ -250,9 +250,9 @@ namespace Godot
public Basis Inverse()
{
Basis inv = this;
var inv = this;
real_t[] co = new real_t[3]
var co = new real_t[3]
{
inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
@ -311,7 +311,7 @@ namespace Godot
public Basis Scaled(Vector3 scale)
{
Basis m = this;
var m = this;
m[0, 0] *= scale.x;
m[0, 1] *= scale.x;
@ -343,7 +343,7 @@ namespace Godot
public Basis Transposed()
{
Basis tr = this;
var tr = this;
real_t temp = this[0, 1];
this[0, 1] = this[1, 0];
@ -415,8 +415,8 @@ namespace Godot
(_x[2] - _z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
var s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
var inv_s = 1f / s;
return new Quat(
(_x[2] + _z[0]) * inv_s,
(_y[2] + _z[1]) * inv_s,
@ -450,7 +450,7 @@ namespace Godot
public Basis(Vector3 axis, real_t phi)
{
Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
real_t cosine = Mathf.Cos( phi);
real_t sine = Mathf.Sin( phi);

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@ -45,8 +45,8 @@ namespace Godot
{
get
{
float max = Mathf.Max(r, Mathf.Max(g, b));
float min = Mathf.Min(r, Mathf.Min(g, b));
float max = Math.Max(r, Math.Max(g, b));
float min = Math.Min(r, Math.Min(g, b));
float delta = max - min;
@ -79,8 +79,8 @@ namespace Godot
{
get
{
float max = Mathf.Max(r, Mathf.Max(g, b));
float min = Mathf.Min(r, Mathf.Min(g, b));
float max = Math.Max(r, Math.Max(g, b));
float min = Math.Min(r, Math.Min(g, b));
float delta = max - min;
@ -96,7 +96,7 @@ namespace Godot
{
get
{
return Mathf.Max(r, Mathf.Max(g, b));
return Math.Max(r, Math.Max(g, b));
}
set
{
@ -265,7 +265,7 @@ namespace Godot
public Color LinearInterpolate(Color b, float t)
{
Color res = this;
var res = this;
res.r += (t * (b.r - r));
res.g += (t * (b.g - g));
@ -303,7 +303,7 @@ namespace Godot
public string ToHtml(bool include_alpha = true)
{
String txt = string.Empty;
var txt = string.Empty;
txt += _to_hex(r);
txt += _to_hex(g);
@ -339,10 +339,10 @@ namespace Godot
{
int ig = 0;
for (int i = 0; i < 2; i++)
for (var i = 0; i < 2; i++)
{
int c = str[i + ofs];
int v = 0;
var v = 0;
if (c >= '0' && c <= '9')
{
@ -374,11 +374,11 @@ namespace Godot
private String _to_hex(float val)
{
int v = (int) Mathf.Clamp(val * 255.0f, 0, 255);
var v = (int) Mathf.Clamp(val * 255.0f, 0, 255);
string ret = string.Empty;
var ret = string.Empty;
for (int i = 0; i < 2; i++)
for (var i = 0; i < 2; i++)
{
char[] c = { (char)0, (char)0 };
int lv = v & 0xF;
@ -403,7 +403,7 @@ namespace Godot
if (color[0] == '#')
color = color.Substring(1, color.Length - 1);
bool alpha = false;
var alpha = false;
if (color.Length == 8)
alpha = true;
@ -449,7 +449,7 @@ namespace Godot
if (rgba[0] == '#')
rgba = rgba.Substring(1);
bool alpha = false;
var alpha = false;
if (rgba.Length == 8)
{

View File

@ -32,7 +32,7 @@ namespace Godot
return;
}
StringBuilder sb = new StringBuilder();
var sb = new StringBuilder();
if (methodBase is MethodInfo)
sb.AppendTypeName(((MethodInfo)methodBase).ReturnType);
@ -47,7 +47,7 @@ namespace Godot
sb.Append("<");
for (int j = 0; j < genericParams.Length; j++)
for (var j = 0; j < genericParams.Length; j++)
{
if (j > 0)
sb.Append(", ");
@ -64,7 +64,7 @@ namespace Godot
ParameterInfo[] parameter = methodBase.GetParameters();
for (int i = 0; i < parameter.Length; i++)
for (var i = 0; i < parameter.Length; i++)
{
if (i > 0)
sb.Append(", ");

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@ -91,9 +91,9 @@ namespace Godot
public static int[] Range(int length)
{
int[] ret = new int[length];
var ret = new int[length];
for (int i = 0; i < length; i++)
for (var i = 0; i < length; i++)
{
ret[i] = i;
}
@ -106,9 +106,9 @@ namespace Godot
if (to < from)
return new int[0];
int[] ret = new int[to - from];
var ret = new int[to - from];
for (int i = from; i < to; i++)
for (var i = from; i < to; i++)
{
ret[i - from] = i;
}
@ -124,27 +124,27 @@ namespace Godot
return new int[0];
// Calculate count
int count = 0;
var count = 0;
if (increment > 0)
count = ((to - from - 1) / increment) + 1;
else
count = ((from - to - 1) / -increment) + 1;
int[] ret = new int[count];
var ret = new int[count];
if (increment > 0)
{
int idx = 0;
for (int i = from; i < to; i += increment)
int idx = 0;
for (var i = from; i < to; i += increment)
{
ret[idx++] = i;
}
}
else
{
int idx = 0;
for (int i = from; i > to; i += increment)
int idx = 0;
for (var i = from; i > to; i += increment)
{
ret[idx++] = i;
}

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@ -7,9 +7,9 @@ namespace Godot
{
private static Dictionary<object, object> ArraysToDictionary(object[] keys, object[] values)
{
Dictionary<object, object> ret = new Dictionary<object, object>();
var ret = new Dictionary<object, object>();
for (int i = 0; i < keys.Length; i++)
for (var i = 0; i < keys.Length; i++)
{
ret.Add(keys[i], values[i]);
}
@ -19,11 +19,11 @@ namespace Godot
private static void DictionaryToArrays(Dictionary<object, object> from, out object[] keysTo, out object[] valuesTo)
{
Dictionary<object, object>.KeyCollection keys = from.Keys;
var keys = from.Keys;
keysTo = new object[keys.Count];
keys.CopyTo(keysTo, 0);
Dictionary<object, object>.ValueCollection values = from.Values;
var values = from.Values;
valuesTo = new object[values.Count];
values.CopyTo(valuesTo, 0);
}

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

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@ -116,7 +116,7 @@ namespace Godot
// Calculate cosine
real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w;
real_t[] to1 = new real_t[4];
var to1 = new real_t[4];
// Adjust signs if necessary
if (cosom < 0.0)

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@ -38,7 +38,7 @@ namespace Godot
public Rect2 Clip(Rect2 b)
{
Rect2 newRect = b;
var newRect = b;
if (!Intersects(newRect))
return new Rect2();
@ -64,7 +64,7 @@ namespace Godot
public Rect2 Expand(Vector2 to)
{
Rect2 expanded = this;
var expanded = this;
Vector2 begin = expanded.position;
Vector2 end = expanded.position + expanded.size;
@ -92,7 +92,7 @@ namespace Godot
public Rect2 Grow(real_t by)
{
Rect2 g = this;
var g = this;
g.position.x -= by;
g.position.y -= by;
@ -104,7 +104,7 @@ namespace Godot
public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
{
Rect2 g = this;
var g = this;
g.position.x -= left;
g.position.y -= top;
@ -116,7 +116,7 @@ namespace Godot
public Rect2 GrowMargin(Margin margin, real_t by)
{
Rect2 g = this;
var g = this;
g.GrowIndividual((Margin.Left == margin) ? by : 0,
(Margin.Top == margin) ? by : 0,

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@ -82,9 +82,9 @@ namespace Godot
// </summary>
public static string[] Bigrams(this string instance)
{
string[] b = new string[instance.Length - 1];
var b = new string[instance.Length - 1];
for (int i = 0; i < b.Length; i++)
for (var i = 0; i < b.Length; i++)
{
b[i] = instance.Substring(i, 2);
}
@ -97,7 +97,7 @@ namespace Godot
// </summary>
public static string CEscape(this string instance)
{
StringBuilder sb = new StringBuilder(string.Copy(instance));
var sb = new StringBuilder(string.Copy(instance));
sb.Replace("\\", "\\\\");
sb.Replace("\a", "\\a");
@ -119,7 +119,7 @@ namespace Godot
// </summary>
public static string CUnescape(this string instance)
{
StringBuilder sb = new StringBuilder(string.Copy(instance));
var sb = new StringBuilder(string.Copy(instance));
sb.Replace("\\a", "\a");
sb.Replace("\\b", "\b");
@ -141,12 +141,12 @@ namespace Godot
// </summary>
public static string Capitalize(this string instance)
{
string aux = instance.Replace("_", " ").ToLower();
string cap = string.Empty;
string aux = instance.Replace("_", " ").ToLower();
var cap = string.Empty;
for (int i = 0; i < aux.GetSliceCount(" "); i++)
for (var i = 0; i < aux.GetSliceCount(" "); i++)
{
string slice = aux.GetSlicec(' ', i);
string slice = aux.GetSlicec(' ', i);
if (slice.Length > 0)
{
slice = char.ToUpper(slice[0]) + slice.Substring(1);
@ -259,12 +259,12 @@ namespace Godot
{
int basepos = instance.Find("://");
string rs = string.Empty;
string @base = string.Empty;
var rs = string.Empty;
var @base = string.Empty;
if (basepos != -1)
{
int end = basepos + 3;
var end = basepos + 3;
rs = instance.Substring(end, instance.Length);
@base = instance.Substring(0, end);
}
@ -378,7 +378,7 @@ namespace Godot
while (instance[src] != 0 && text[tgt] != 0)
{
bool match = false;
var match = false;
if (case_insensitive)
{
@ -446,7 +446,7 @@ namespace Godot
if (len == 0)
return false;
for (int i = 0; i < len; i++)
for (var i = 0; i < len; i++)
{
if (i == 0)
{
@ -482,7 +482,7 @@ namespace Godot
if (ip.Length != 4)
return false;
for (int i = 0; i < ip.Length; i++)
for (var i = 0; i < ip.Length; i++)
{
string n = ip[i];
if (!n.IsValidInteger())
@ -501,7 +501,7 @@ namespace Godot
// </summary>
public static string JsonEscape(this string instance)
{
StringBuilder sb = new StringBuilder(string.Copy(instance));
var sb = new StringBuilder(string.Copy(instance));
sb.Replace("\\", "\\\\");
sb.Replace("\b", "\\b");
@ -810,9 +810,9 @@ namespace Godot
float sum = src_size + tgt_size;
float inter = 0;
for (int i = 0; i < src_size; i++)
for (var i = 0; i < src_size; i++)
{
for (int j = 0; j < tgt_size; j++)
for (var j = 0; j < tgt_size; j++)
{
if (srcBigrams[i] == tgtBigrams[j])
{
@ -838,9 +838,9 @@ namespace Godot
// </summary>
public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
{
List<float> ret = new List<float>();
int from = 0;
int len = instance.Length;
var ret = new List<float>();
int from = 0;
int len = instance.Length;
while (true)
{

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@ -28,7 +28,7 @@ namespace Godot
public Transform LookingAt(Vector3 target, Vector3 up)
{
Transform t = this;
var t = this;
t.SetLookAt(origin, target, up);
return t;
}

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@ -110,7 +110,7 @@ namespace Godot
public Transform2D AffineInverse()
{
Transform2D inv = this;
var inv = this;
real_t det = this[0, 0] * this[1, 1] - this[1, 0] * this[0, 1];
@ -157,15 +157,15 @@ namespace Godot
Vector2 s2 = m.Scale;
// Slerp rotation
Vector2 v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
Vector2 v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));
var v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
var v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));
real_t dot = v1.Dot(v2);
// Clamp dot to [-1, 1]
dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
Vector2 v = new Vector2();
var v = new Vector2();
if (dot > 0.9995f)
{
@ -184,8 +184,8 @@ namespace Godot
Vector2 p2 = m.Origin;
// Construct matrix
Transform2D res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
Vector2 scale = s1.LinearInterpolate(s2, c);
var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
Vector2 scale = s1.LinearInterpolate(s2, c);
res.x *= scale;
res.y *= scale;
@ -194,7 +194,7 @@ namespace Godot
public Transform2D Inverse()
{
Transform2D inv = this;
var inv = this;
// Swap
real_t temp = inv.x.y;
@ -208,7 +208,7 @@ namespace Godot
public Transform2D Orthonormalized()
{
Transform2D on = this;
var on = this;
Vector2 onX = on.x;
Vector2 onY = on.y;
@ -230,7 +230,7 @@ namespace Godot
public Transform2D Scaled(Vector2 scale)
{
Transform2D copy = this;
var copy = this;
copy.x *= scale;
copy.y *= scale;
copy.o *= scale;
@ -249,7 +249,7 @@ namespace Godot
public Transform2D Translated(Vector2 offset)
{
Transform2D copy = this;
var copy = this;
copy.o += copy.BasisXform(offset);
return copy;
}

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@ -99,8 +99,8 @@ namespace Godot
public Vector2 Clamped(real_t length)
{
Vector2 v = this;
real_t l = Length();
var v = this;
real_t l = Length();
if (l > 0 && length < l)
{
@ -113,10 +113,10 @@ namespace Godot
public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
{
Vector2 p0 = preA;
Vector2 p1 = this;
Vector2 p2 = b;
Vector2 p3 = postB;
var p0 = preA;
var p1 = this;
var p2 = b;
var p3 = postB;
real_t t2 = t * t;
real_t t3 = t2 * t;
@ -164,7 +164,7 @@ namespace Godot
public Vector2 LinearInterpolate(Vector2 b, real_t t)
{
Vector2 res = this;
var res = this;
res.x += (t * (b.x - x));
res.y += (t * (b.y - y));
@ -174,7 +174,7 @@ namespace Godot
public Vector2 Normalized()
{
Vector2 result = this;
var result = this;
result.Normalize();
return result;
}

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@ -111,10 +111,10 @@ namespace Godot
public Vector3 CubicInterpolate(Vector3 b, Vector3 preA, Vector3 postB, real_t t)
{
Vector3 p0 = preA;
Vector3 p1 = this;
Vector3 p2 = b;
Vector3 p3 = postB;
var p0 = preA;
var p1 = this;
var p2 = b;
var p3 = postB;
real_t t2 = t * t;
real_t t3 = t2 * t;
@ -196,7 +196,7 @@ namespace Godot
public Vector3 Normalized()
{
Vector3 v = this;
var v = this;
v.Normalize();
return v;
}