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Unify C# naming notes and comments

skyace65 1 ano atrás
pai
commit
8916cbd4b2

+ 1 - 0
getting_started/first_2d_game/03.coding_the_player.rst

@@ -407,6 +407,7 @@ Next, add this code to the function:
 
  .. code-tab:: csharp
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnBodyEntered(Node2D body)
     {
         Hide(); // Player disappears after being hit.

+ 1 - 0
getting_started/first_2d_game/04.creating_the_enemy.rst

@@ -117,6 +117,7 @@ to the ``Mob`` and add this code:
 
  .. code-tab:: csharp
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnVisibleOnScreenNotifier2DScreenExited()
     {
         QueueFree();

+ 3 - 0
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -168,11 +168,13 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
 
  .. code-tab:: csharp
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnScoreTimerTimeout()
     {
         _score++;
     }
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnStartTimerTimeout()
     {
         GetNode<Timer>("MobTimer").Start();
@@ -219,6 +221,7 @@ Note that a new instance must be added to the scene using ``add_child()``.
 
  .. code-tab:: csharp
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnMobTimerTimeout()
     {
         // Note: Normally it is best to use explicit types rather than the `var`

+ 2 - 0
getting_started/first_2d_game/06.heads_up_display.rst

@@ -199,12 +199,14 @@ signal of ``MessageTimer``, and add the following code to the new functions:
 
  .. code-tab:: csharp
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnStartButtonPressed()
     {
         GetNode<Button>("StartButton").Hide();
         EmitSignal(SignalName.StartGame);
     }
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnMessageTimerTimeout()
     {
         GetNode<Label>("Message").Hide();

+ 11 - 0
getting_started/first_3d_game/03.player_movement_code.rst

@@ -6,6 +6,17 @@ Moving the player with code
 It's time to code! We're going to use the input actions we created in the last
 part to move the character.
 
+.. note:: For this project, we will be following the Godot naming conventions.
+
+          - **GDScript**: Classes (nodes) use PascalCase, variables and
+            functions use snake_case, and constants use ALL_CAPS (See
+            :ref:`doc_gdscript_styleguide`).
+
+          - **C#**: Classes, export variables and methods use PascalCase,
+            private fields use _camelCase, local variables and parameters use
+            camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
+            the method names precisely when connecting signals.
+
 Right-click the ``Player`` node and select *Attach Script* to add a new script to
 it. In the popup, set the *Template* to *Empty* before pressing the *Create*
 button. We set it to *Empty* because we want to write our own code for

+ 2 - 2
getting_started/first_3d_game/04.mob_scene.rst

@@ -239,7 +239,7 @@ method. This function destroys the instance it's called on.
 
  .. code-tab:: csharp
 
-    // We also specified this function name in PascalCase in the editor's connection window
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnVisibilityNotifierScreenExited()
     {
         QueueFree();
@@ -321,7 +321,7 @@ Here is the complete ``Mob.gd`` script for reference.
             Velocity = Velocity.Rotated(Vector3.Up, Rotation.Y);
         }
 
-        // We also specified this function name in PascalCase in the editor's connection window
+        // We also specified this function name in PascalCase in the editor's connection window.
         private void OnVisibilityNotifierScreenExited()
         {
             QueueFree();

+ 1 - 1
getting_started/first_3d_game/05.spawning_mobs.rst

@@ -244,7 +244,7 @@ Let's code the mob spawning logic. We're going to:
 
  .. code-tab:: csharp
 
-    // We also specified this function name in PascalCase in the editor's connection window
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnMobTimerTimeout()
     {
         // Create a new instance of the Mob scene.

+ 2 - 2
getting_started/first_3d_game/07.killing_player.rst

@@ -94,7 +94,7 @@ a ``die()`` function that helps us put a descriptive label on the code.
         QueueFree();
     }
 
-    // We also specified this function name in PascalCase in the editor's connection window
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnMobDetectorBodyEntered(Node3D body)
     {
         Die();
@@ -122,7 +122,7 @@ Get the timer, and stop it, in the ``_on_player_hit()`` function.
 
  .. code-tab:: csharp
 
-    // We also specified this function name in PascalCase in the editor's connection window
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnPlayerHit()
     {
         GetNode<Timer>("MobTimer").Stop();

+ 14 - 0
getting_started/step_by_step/signals.rst

@@ -32,6 +32,17 @@ the bar to reflect the change. To do so, in Godot, you would use signals.
 We will now use a signal to make our Godot icon from the previous lesson
 (:ref:`doc_scripting_player_input`) move and stop by pressing a button.
 
+.. note:: For this project, we will be following the Godot naming conventions.
+
+          - **GDScript**: Classes (nodes) use PascalCase, variables and
+            functions use snake_case, and constants use ALL_CAPS (See
+            :ref:`doc_gdscript_styleguide`).
+
+          - **C#**: Classes, export variables and methods use PascalCase,
+            private fields use _camelCase, local variables and parameters use
+            camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
+            the method names precisely when connecting signals.
+
 .. Example
 
 Scene setup
@@ -156,6 +167,7 @@ the ``not`` keyword to invert the value.
 
  .. code-tab:: csharp C#
 
+    // We also specified this function name in PascalCase in the editor's connection window.
     private void OnButtonPressed()
     {
         SetProcess(!IsProcessing());
@@ -221,6 +233,7 @@ Your complete ``sprite_2d.gd`` code should look like the following.
             Position += velocity * (float)delta;
         }
 
+        // We also specified this function name in PascalCase in the editor's connection window.
         private void OnButtonPressed()
         {
             SetProcess(!IsProcessing());
@@ -393,6 +406,7 @@ Here is the complete ``sprite_2d.gd`` file for reference.
             Position += velocity * (float)delta;
         }
 
+        // We also specified this function name in PascalCase in the editor's connection window.
         private void OnButtonPressed()
         {
             SetProcess(!IsProcessing());