소스 검색

#18051: Remove redundant casts and 'using', 'else', 'this' statements

Xavier Cho 7 년 전
부모
커밋
0ef3e0577b

+ 15 - 23
modules/mono/glue/cs_files/AABB.cs

@@ -1,12 +1,10 @@
-using System;
-
 // file: core/math/aabb.h
 // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
 // file: core/math/aabb.cpp
 // commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
-
+using System;
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -283,31 +281,25 @@ namespace Godot
             {
                 return new AABB();
             }
-            else
-            {
-                min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
-                max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
-            }
+
+            min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
+            max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
 
             if (src_min.y > dst_max.y || src_max.y < dst_min.y)
             {
                 return new AABB();
             }
-            else
-            {
-                min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
-                max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
-            }
+
+            min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
+            max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
 
             if (src_min.z > dst_max.z || src_max.z < dst_min.z)
             {
                 return new AABB();
             }
-            else
-            {
-                min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
-                max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
-            }
+
+            min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
+            max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
 
             return new AABB(min, max - min);
         }
@@ -341,7 +333,7 @@ namespace Godot
                 new Vector3(position.x + size.x, position.y, position.z),
                 new Vector3(position.x + size.x, position.y, position.z + size.z),
                 new Vector3(position.x + size.x, position.y + size.y, position.z),
-                new Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
+                new Vector3(position.x + size.x, position.y + size.y, position.z + size.z)
             };
 
             bool over = false;
@@ -467,8 +459,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
                 {
-                    this.position.ToString(),
-                    this.size.ToString()
+                    position.ToString(),
+                    size.ToString()
                 });
         }
 
@@ -476,8 +468,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
                 {
-                    this.position.ToString(format),
-                    this.size.ToString(format)
+                    position.ToString(format),
+                    size.ToString(format)
                 });
         }
     }

+ 53 - 50
modules/mono/glue/cs_files/Basis.cs

@@ -1,6 +1,5 @@
 using System;
 using System.Runtime.InteropServices;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -188,7 +187,7 @@ namespace Godot
 
         public Vector3 GetEuler()
         {
-            Basis m = this.Orthonormalized();
+            Basis m = Orthonormalized();
 
             Vector3 euler;
             euler.z = 0.0f;
@@ -302,7 +301,7 @@ namespace Godot
             zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
             zAxis.Normalize();
 
-            return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
+            return CreateFromAxes(xAxis, yAxis, zAxis);
         }
 
         public Basis Rotated(Vector3 axis, real_t phi)
@@ -393,34 +392,38 @@ namespace Godot
 					(_y[0] - _x[1]) * inv_s,
 					s * 0.25f
 				);
-			} else if (_x[0] > _y[1] && _x[0] > _z[2]) {
-				real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
-				real_t inv_s = 1f / s;
-				return new Quat(
-					s * 0.25f,
-					(_x[1] + _y[0]) * inv_s,
-					(_x[2] + _z[0]) * inv_s,
-					(_z[1] - _y[2]) * inv_s
-				);
-			} else if (_y[1] > _z[2]) {
-				real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
-				real_t inv_s = 1f / s;
-				return new Quat(
-					(_x[1] + _y[0]) * inv_s,
-					s * 0.25f,
-					(_y[2] + _z[1]) * inv_s,
-					(_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;
-				return new Quat(
-					(_x[2] + _z[0]) * inv_s,
-					(_y[2] + _z[1]) * inv_s,
-					s * 0.25f,
-					(_y[0] - _x[1]) * inv_s
-				);
 			}
+
+		    if (_x[0] > _y[1] && _x[0] > _z[2]) {
+		        real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
+		        real_t inv_s = 1f / s;
+		        return new Quat(
+		            s * 0.25f,
+		            (_x[1] + _y[0]) * inv_s,
+		            (_x[2] + _z[0]) * inv_s,
+		            (_z[1] - _y[2]) * inv_s
+		        );
+		    }
+
+		    if (_y[1] > _z[2]) {
+		        real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
+		        real_t inv_s = 1f / s;
+		        return new Quat(
+		            (_x[1] + _y[0]) * inv_s,
+		            s * 0.25f,
+		            (_y[2] + _z[1]) * inv_s,
+		            (_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;
+		        return new Quat(
+		            (_x[2] + _z[0]) * inv_s,
+		            (_y[2] + _z[1]) * inv_s,
+		            s * 0.25f,
+		            (_y[0] - _x[1]) * inv_s
+		        );
+		    }
 		}
 
         public Basis(Quat quat)
@@ -440,33 +443,33 @@ namespace Godot
             real_t yz = quat.y * zs;
             real_t zz = quat.z * zs;
 
-            this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
-            this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
-            this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
+            _x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
+            _y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
+            _z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
         }
 
         public Basis(Vector3 axis, real_t phi)
         {
             Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
 
-            real_t cosine = Mathf.Cos( (real_t)phi);
-            real_t sine = Mathf.Sin( (real_t)phi);
+            real_t cosine = Mathf.Cos( phi);
+            real_t sine = Mathf.Sin( phi);
 
-            this._x = new Vector3
+            _x = new Vector3
             (
                 axis_sq.x + cosine * (1.0f - axis_sq.x),
                 axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
                 axis.z * axis.x * (1.0f - cosine) + axis.y * sine
             );
 
-            this._y = new Vector3
+            _y = new Vector3
             (
                 axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
                 axis_sq.y + cosine * (1.0f - axis_sq.y),
                 axis.y * axis.z * (1.0f - cosine) - axis.x * sine
             );
 
-            this._z = new Vector3
+            _z = new Vector3
             (
                 axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
                 axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@@ -476,16 +479,16 @@ namespace Godot
 
         public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
         {
-            this._x = xAxis;
-            this._y = yAxis;
-            this._z = zAxis;
+            _x = xAxis;
+            _y = yAxis;
+            _z = zAxis;
         }
 
         public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
         {
-            this._x = new Vector3(xx, xy, xz);
-            this._y = new Vector3(yx, yy, yz);
-            this._z = new Vector3(zx, zy, zz);
+            _x = new Vector3(xx, xy, xz);
+            _y = new Vector3(yx, yy, yz);
+            _z = new Vector3(zx, zy, zz);
         }
 
         public static Basis operator *(Basis left, Basis right)
@@ -532,9 +535,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this._x.ToString(),
-                this._y.ToString(),
-                this._z.ToString()
+                _x.ToString(),
+                _y.ToString(),
+                _z.ToString()
             });
         }
 
@@ -542,9 +545,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this._x.ToString(format),
-                this._y.ToString(format),
-                this._z.ToString(format)
+                _x.ToString(format),
+                _y.ToString(format),
+                _z.ToString(format)
             });
         }
     }

+ 25 - 45
modules/mono/glue/cs_files/Color.cs

@@ -45,8 +45,8 @@ namespace Godot
         {
             get
             {
-                float max = (float) Mathf.Max(r, (float) Mathf.Max(g, b));
-                float min = (float) Mathf.Min(r, (float) Mathf.Min(g, b));
+                float max = Mathf.Max(r, Mathf.Max(g, b));
+                float min = Mathf.Min(r, Mathf.Min(g, b));
 
                 float delta = max - min;
 
@@ -79,8 +79,8 @@ namespace Godot
         {
             get
             {
-                float max = (float) Mathf.Max(r, (float) Mathf.Max(g, b));
-                float min = (float) Mathf.Min(r, (float) Mathf.Min(g, b));
+                float max = Mathf.Max(r, Mathf.Max(g, b));
+                float min = Mathf.Min(r, Mathf.Min(g, b));
 
                 float delta = max - min;
 
@@ -96,7 +96,7 @@ namespace Godot
         {
             get
             {
-                return (float) Mathf.Max(r, (float) Mathf.Max(g, b));
+                return Mathf.Max(r, Mathf.Max(g, b));
             }
             set
             {
@@ -232,12 +232,10 @@ namespace Godot
             {
                 return new Color(0, 0, 0, 0);
             }
-            else
-            {
-                res.r = (r * a * sa + over.r * over.a) / res.a;
-                res.g = (g * a * sa + over.g * over.a) / res.a;
-                res.b = (b * a * sa + over.b * over.a) / res.a;
-            }
+
+            res.r = (r * a * sa + over.r * over.a) / res.a;
+            res.g = (g * a * sa + over.g * over.a) / res.a;
+            res.b = (b * a * sa + over.b * over.a) / res.a;
 
             return res;
         }
@@ -269,10 +267,10 @@ namespace Godot
         {
             Color res = this;
 
-            res.r += (t * (b.r - this.r));
-            res.g += (t * (b.g - this.g));
+            res.r += (t * (b.r - r));
+            res.g += (t * (b.g - g));
             res.b += (t * (b.b - this.b));
-            res.a += (t * (b.a - this.a));
+            res.a += (t * (b.a - a));
 
             return res;
         }
@@ -328,13 +326,13 @@ namespace Godot
 
         public Color(int rgba)
         {
-            this.a = (rgba & 0xFF) / 255.0f;
+            a = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            this.b = (rgba & 0xFF) / 255.0f;
+            b = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            this.g = (rgba & 0xFF) / 255.0f;
+            g = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            this.r = (rgba & 0xFF) / 255.0f;
+            r = (rgba & 0xFF) / 255.0f;
         }
 
         private static int _parse_col(string str, int ofs)
@@ -434,7 +432,7 @@ namespace Godot
 
         public static Color Color8(byte r8, byte g8, byte b8, byte a8)
         {
-            return new Color((float)r8 / 255f, (float)g8 / 255f, (float)b8 / 255f, (float)a8 / 255f);
+            return new Color(r8 / 255f, g8 / 255f, b8 / 255f, a8 / 255f);
         }
 
         public Color(string rgba)
@@ -514,13 +512,10 @@ namespace Godot
                 {
                     if (left.b == right.b)
                         return (left.a < right.a);
-                    else
-                        return (left.b < right.b);
-                }
-                else
-                {
-                    return left.g < right.g;
+                    return (left.b < right.b);
                 }
+
+                return left.g < right.g;
             }
 
             return left.r < right.r;
@@ -534,13 +529,10 @@ namespace Godot
                 {
                     if (left.b == right.b)
                         return (left.a > right.a);
-                    else
-                        return (left.b > right.b);
-                }
-                else
-                {
-                    return left.g > right.g;
+                    return (left.b > right.b);
                 }
+
+                return left.g > right.g;
             }
 
             return left.r > right.r;
@@ -568,24 +560,12 @@ namespace Godot
 
         public override string ToString()
         {
-            return String.Format("{0},{1},{2},{3}", new object[]
-                {
-                    this.r.ToString(),
-                    this.g.ToString(),
-                    this.b.ToString(),
-                    this.a.ToString()
-                });
+            return String.Format("{0},{1},{2},{3}", r.ToString(), g.ToString(), b.ToString(), a.ToString());
         }
 
         public string ToString(string format)
         {
-            return String.Format("{0},{1},{2},{3}", new object[]
-                {
-                    this.r.ToString(format),
-                    this.g.ToString(format),
-                    this.b.ToString(format),
-                    this.a.ToString(format)
-                });
+            return String.Format("{0},{1},{2},{3}", r.ToString(format), g.ToString(format), b.ToString(format), a.ToString(format));
         }
     }
 }

+ 1 - 1
modules/mono/glue/cs_files/DebuggingUtils.cs

@@ -14,7 +14,7 @@ namespace Godot
             else if (type == typeof(void))
                 sb.Append("void");
             else
-                sb.Append(type.ToString());
+                sb.Append(type);
 
             sb.Append(" ");
         }

+ 1 - 1
modules/mono/glue/cs_files/GodotMethodAttribute.cs

@@ -2,7 +2,7 @@ using System;
 
 namespace Godot
 {
-    [AttributeUsage(AttributeTargets.Method, Inherited = true)]
+    [AttributeUsage(AttributeTargets.Method)]
     internal class GodotMethodAttribute : Attribute
     {
         private string methodName;

+ 0 - 1
modules/mono/glue/cs_files/GodotSynchronizationContext.cs

@@ -1,4 +1,3 @@
-using System;
 using System.Collections.Concurrent;
 using System.Collections.Generic;
 using System.Threading;

+ 1 - 1
modules/mono/glue/cs_files/GodotTaskScheduler.cs

@@ -36,7 +36,7 @@ namespace Godot
 				TryDequeue(task);
 			}
 
-			return base.TryExecuteTask(task);
+			return TryExecuteTask(task);
 		}
 
 		protected sealed override bool TryDequeue(Task task)

+ 0 - 1
modules/mono/glue/cs_files/IAwaiter.cs

@@ -1,4 +1,3 @@
-using System;
 using System.Runtime.CompilerServices;
 
 namespace Godot

+ 4 - 6
modules/mono/glue/cs_files/Mathf.cs

@@ -1,5 +1,4 @@
 using System;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -115,7 +114,8 @@ namespace Godot
 
                 return Pow(s, curve);
             }
-            else if (curve < 0f)
+
+            if (curve < 0f)
             {
                 if (s < 0.5f)
                 {
@@ -144,10 +144,8 @@ namespace Godot
             {
                 return x % y;
             }
-            else
-            {
-                return y - (-x % y);
-            }
+
+            return y - (-x % y);
         }
 
         public static real_t InverseLerp(real_t from, real_t to, real_t weight)

+ 5 - 6
modules/mono/glue/cs_files/Plane.cs

@@ -1,5 +1,4 @@
 using System;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -81,7 +80,7 @@ namespace Godot
             if (Mathf.Abs(denom) <= Mathf.Epsilon)
                 return new Vector3();
 
-            Vector3 result = (b.normal.Cross(c.normal) * this.d) +
+            Vector3 result = (b.normal.Cross(c.normal) * d) +
                                 (c.normal.Cross(normal) * b.d) +
                                 (normal.Cross(b.normal) * c.d);
 
@@ -198,8 +197,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.normal.ToString(),
-                this.d.ToString()
+                normal.ToString(),
+                d.ToString()
             });
         }
 
@@ -207,8 +206,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.normal.ToString(format),
-                this.d.ToString(format)
+                normal.ToString(format),
+                d.ToString(format)
             });
         }
     }

+ 16 - 29
modules/mono/glue/cs_files/Quat.cs

@@ -1,6 +1,5 @@
 using System;
 using System.Runtime.InteropServices;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -106,10 +105,10 @@ namespace Godot
         }
         public void Set(Quat q)
         {
-            this.x = q.x;
-            this.y = q.y;
-            this.z = q.z;
-            this.w = q.w;
+            x = q.x;
+            y = q.y;
+            z = q.z;
+            w = q.w;
         }
 
         public Quat Slerp(Quat b, real_t t)
@@ -165,7 +164,7 @@ namespace Godot
 
         public Quat Slerpni(Quat b, real_t t)
         {
-            real_t dot = this.Dot(b);
+            real_t dot = Dot(b);
 
             if (Mathf.Abs(dot) > 0.9999f)
             {
@@ -179,17 +178,17 @@ namespace Godot
 
             return new Quat
             (
-                invFactor * this.x + newFactor * b.x,
-                invFactor * this.y + newFactor * b.y,
-                invFactor * this.z + newFactor * b.z,
-                invFactor * this.w + newFactor * b.w
+                invFactor * x + newFactor * b.x,
+                invFactor * y + newFactor * b.y,
+                invFactor * z + newFactor * b.z,
+                invFactor * w + newFactor * b.w
             );
         }
 
         public Vector3 Xform(Vector3 v)
         {
             Quat q = this * v;
-            q *= this.Inverse();
+            q *= Inverse();
             return new Vector3(q.x, q.y, q.z);
         }
 
@@ -203,10 +202,10 @@ namespace Godot
         }   
         public Quat(Quat q)
         {                     
-            this.x = q.x;
-            this.y = q.y;
-            this.z = q.z;
-            this.w = q.w;
+            x = q.x;
+            y = q.y;
+            z = q.z;
+            w = q.w;
         }
         
         public Quat(Vector3 axis, real_t angle)
@@ -327,24 +326,12 @@ namespace Godot
 
         public override string ToString()
         {
-            return String.Format("({0}, {1}, {2}, {3})", new object[]
-            {
-                this.x.ToString(),
-                this.y.ToString(),
-                this.z.ToString(),
-                this.w.ToString()
-            });
+            return String.Format("({0}, {1}, {2}, {3})", x.ToString(), y.ToString(), z.ToString(), w.ToString());
         }
 
         public string ToString(string format)
         {
-            return String.Format("({0}, {1}, {2}, {3})", new object[]
-            {
-                this.x.ToString(format),
-                this.y.ToString(format),
-                this.z.ToString(format),
-                this.w.ToString(format)
-            });
+            return String.Format("({0}, {1}, {2}, {3})", x.ToString(format), y.ToString(format), z.ToString(format), w.ToString(format));
         }
     }
 }

+ 8 - 9
modules/mono/glue/cs_files/Rect2.cs

@@ -1,6 +1,5 @@
 using System;
 using System.Runtime.InteropServices;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -185,17 +184,17 @@ namespace Godot
         public Rect2(Vector2 position, real_t width, real_t height)
         {
             this.position = position;
-            this.size = new Vector2(width, height);
+            size = new Vector2(width, height);
         }
         public Rect2(real_t x, real_t y, Vector2 size)
         {
-            this.position = new Vector2(x, y);
+            position = new Vector2(x, y);
             this.size = size;
         }
         public Rect2(real_t x, real_t y, real_t width, real_t height)
         {
-            this.position = new Vector2(x, y);
-            this.size = new Vector2(width, height);
+            position = new Vector2(x, y);
+            size = new Vector2(width, height);
         }
 
         public static bool operator ==(Rect2 left, Rect2 right)
@@ -232,8 +231,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.position.ToString(),
-                this.size.ToString()
+                position.ToString(),
+                size.ToString()
             });
         }
 
@@ -241,8 +240,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.position.ToString(format),
-                this.size.ToString(format)
+                position.ToString(format),
+                size.ToString(format)
             });
         }
     }

+ 0 - 3
modules/mono/glue/cs_files/SignalAttribute.cs

@@ -5,8 +5,5 @@ namespace Godot
     [AttributeUsage(AttributeTargets.Delegate)]
     public class SignalAttribute : Attribute
     {
-        public SignalAttribute()
-        {
-        }
     }
 }

+ 6 - 6
modules/mono/glue/cs_files/SignalAwaiter.cs

@@ -4,15 +4,15 @@ namespace Godot
 {
     public class SignalAwaiter : IAwaiter<object[]>, IAwaitable<object[]>
     {
-        private bool completed = false;
-        private object[] result = null;
-        private Action action = null;
+        private bool completed;
+        private object[] result;
+        private Action action;
 
-        public SignalAwaiter(Godot.Object source, string signal, Godot.Object target)
+        public SignalAwaiter(Object source, string signal, Object target)
         {
             NativeCalls.godot_icall_Object_connect_signal_awaiter(
-                Godot.Object.GetPtr(source),
-                signal, Godot.Object.GetPtr(target), this
+                Object.GetPtr(source),
+                signal, Object.GetPtr(target), this
                 );
         }
 

+ 18 - 23
modules/mono/glue/cs_files/StringExtensions.cs

@@ -1,4 +1,5 @@
 //using System;
+
 using System;
 using System.Collections.Generic;
 using System.Globalization;
@@ -43,11 +44,9 @@ namespace Godot
                         {
                             return instance.Substring(prev, i - prev);
                         }
-                        else
-                        {
-                            count++;
-                            prev = i + 1;
-                        }
+
+                        count++;
+                        prev = i + 1;
                     }
 
                     i++;
@@ -178,13 +177,13 @@ namespace Godot
             {
                 if (to[to_idx] == 0 && instance[instance_idx] == 0)
                     return 0; // We're equal
-                else if (instance[instance_idx] == 0)
+                if (instance[instance_idx] == 0)
                     return -1; // If this is empty, and the other one is not, then we're less... I think?
-                else if (to[to_idx] == 0)
+                if (to[to_idx] == 0)
                     return 1; // Otherwise the other one is smaller...
-                else if (instance[instance_idx] < to[to_idx]) // More than
+                if (instance[instance_idx] < to[to_idx]) // More than
                     return -1;
-                else if (instance[instance_idx] > to[to_idx]) // Less than
+                if (instance[instance_idx] > to[to_idx]) // Less than
                     return 1;
 
                 instance_idx++;
@@ -312,7 +311,7 @@ namespace Godot
             int hashv = 5381;
             int c;
 
-            while ((c = (int)instance[index++]) != 0)
+            while ((c = instance[index++]) != 0)
                 hashv = ((hashv << 5) + hashv) + c; // hash * 33 + c
 
             return hashv;
@@ -610,13 +609,13 @@ namespace Godot
             {
                 if (to[to_idx] == 0 && instance[instance_idx] == 0)
                     return 0; // We're equal
-                else if (instance[instance_idx] == 0)
+                if (instance[instance_idx] == 0)
                     return -1; // If this is empty, and the other one is not, then we're less... I think?
-                else if (to[to_idx] == 0)
+                if (to[to_idx] == 0)
                     return 1; // Otherwise the other one is smaller..
-                else if (char.ToUpper(instance[instance_idx]) < char.ToUpper(to[to_idx])) // More than
+                if (char.ToUpper(instance[instance_idx]) < char.ToUpper(to[to_idx])) // More than
                     return -1;
-                else if (char.ToUpper(instance[instance_idx]) > char.ToUpper(to[to_idx])) // Less than
+                if (char.ToUpper(instance[instance_idx]) > char.ToUpper(to[to_idx])) // Less than
                     return 1;
 
                 instance_idx++;
@@ -724,8 +723,7 @@ namespace Godot
         {
             if (instance.Length > 0 && instance[instance.Length - 1] == '/')
                 return instance + file;
-            else
-                return instance + "/" + file;
+            return instance + "/" + file;
         }
 
         // <summary>
@@ -832,7 +830,7 @@ namespace Godot
         // </summary>
         public static string[] Split(this string instance, string divisor, bool allow_empty = true)
         {
-            return instance.Split(new string[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
+            return instance.Split(new[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
         }
 
         // <summary>
@@ -878,13 +876,10 @@ namespace Godot
             {
                 if (right)
                     return instance.Trim(non_printable);
-                else
-                    return instance.TrimStart(non_printable);
-            }
-            else
-            {
-                return instance.TrimEnd(non_printable);
+                return instance.TrimStart(non_printable);
             }
+
+            return instance.TrimEnd(non_printable);
         }
 
         // <summary>

+ 6 - 7
modules/mono/glue/cs_files/Transform.cs

@@ -1,6 +1,5 @@
 using System;
 using System.Runtime.InteropServices;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -107,13 +106,13 @@ namespace Godot
         // Constructors 
         public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
         {
-            this.basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
+            basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
             this.origin = origin;
         }
 
         public Transform(Quat quat, Vector3 origin)
         {
-            this.basis = new Basis(quat);
+            basis = new Basis(quat);
             this.origin = origin;
         }
 
@@ -164,8 +163,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
             {
-                this.basis.ToString(),
-                this.origin.ToString()
+                basis.ToString(),
+                origin.ToString()
             });
         }
 
@@ -173,8 +172,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
             {
-                this.basis.ToString(format),
-                this.origin.ToString(format)
+                basis.ToString(format),
+                origin.ToString(format)
             });
         }
     }

+ 14 - 15
modules/mono/glue/cs_files/Transform2D.cs

@@ -1,6 +1,5 @@
 using System;
 using System.Runtime.InteropServices;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -269,22 +268,22 @@ namespace Godot
         // Constructors 
         public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin)
         {
-            this.x = xAxis;
-            this.y = yAxis;
-            this.o = origin;
+            x = xAxis;
+            y = yAxis;
+            o = origin;
         }
         
         public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
         {
-            this.x = new Vector2(xx, xy);
-            this.y = new Vector2(yx, yy);
-            this.o = new Vector2(ox, oy);
+            x = new Vector2(xx, xy);
+            y = new Vector2(yx, yy);
+            o = new Vector2(ox, oy);
         }
 
         public Transform2D(real_t rot, Vector2 pos)
         {
-            real_t cr = Mathf.Cos( (real_t)rot);
-            real_t sr = Mathf.Sin( (real_t)rot);
+            real_t cr = Mathf.Cos(rot);
+            real_t sr = Mathf.Sin(rot);
             x.x = cr;
             y.y = cr;
             x.y = -sr;
@@ -345,9 +344,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this.x.ToString(),
-                this.y.ToString(),
-                this.o.ToString()
+                x.ToString(),
+                y.ToString(),
+                o.ToString()
             });
         }
 
@@ -355,9 +354,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this.x.ToString(format),
-                this.y.ToString(format),
-                this.o.ToString(format)
+                x.ToString(format),
+                y.ToString(format),
+                o.ToString(format)
             });
         }
     }

+ 19 - 29
modules/mono/glue/cs_files/Vector2.cs

@@ -1,13 +1,11 @@
-using System;
-using System.Runtime.InteropServices;
-
 // file: core/math/math_2d.h
 // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
 // file: core/math/math_2d.cpp
 // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
-
+using System;
+using System.Runtime.InteropServices;
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -102,7 +100,7 @@ namespace Godot
         public Vector2 Clamped(real_t length)
         {
             Vector2 v = this;
-            real_t l = this.Length();
+            real_t l = Length();
 
             if (l > 0 && length < l)
             {
@@ -199,8 +197,8 @@ namespace Godot
         }
         public void Set(Vector2 v)
         {
-            this.x = v.x;
-            this.y = v.y;
+            x = v.x;
+            y = v.y;
         }
 
         public Vector2 Slide(Vector2 n)
@@ -244,8 +242,8 @@ namespace Godot
         }
         public Vector2(Vector2 v)
         {
-            this.x = v.x;
-            this.y = v.y;
+            x = v.x;
+            y = v.y;
         }
 
         public static Vector2 operator +(Vector2 left, Vector2 right)
@@ -320,10 +318,8 @@ namespace Godot
             {
                 return left.y < right.y;
             }
-            else
-            {
-                return left.x < right.x;
-            }
+
+            return left.x < right.x;
         }
 
         public static bool operator >(Vector2 left, Vector2 right)
@@ -332,10 +328,8 @@ namespace Godot
             {
                 return left.y > right.y;
             }
-            else
-            {
-                return left.x > right.x;
-            }
+
+            return left.x > right.x;
         }
 
         public static bool operator <=(Vector2 left, Vector2 right)
@@ -344,10 +338,8 @@ namespace Godot
             {
                 return left.y <= right.y;
             }
-            else
-            {
-                return left.x <= right.x;
-            }
+
+            return left.x <= right.x;
         }
 
         public static bool operator >=(Vector2 left, Vector2 right)
@@ -356,10 +348,8 @@ namespace Godot
             {
                 return left.y >= right.y;
             }
-            else
-            {
-                return left.x >= right.x;
-            }
+
+            return left.x >= right.x;
         }
 
         public override bool Equals(object obj)
@@ -386,8 +376,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.x.ToString(),
-                this.y.ToString()
+                x.ToString(),
+                y.ToString()
             });
         }
 
@@ -395,8 +385,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                this.x.ToString(format),
-                this.y.ToString(format)
+                x.ToString(format),
+                y.ToString(format)
             });
         }
     }

+ 19 - 25
modules/mono/glue/cs_files/Vector3.cs

@@ -1,13 +1,11 @@
-using System;
-using System.Runtime.InteropServices;
-
 // file: core/math/vector3.h
 // commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
 // file: core/math/vector3.cpp
 // commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
 // file: core/variant_call.cpp
 // commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
-
+using System;
+using System.Runtime.InteropServices;
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -67,7 +65,7 @@ namespace Godot
 
         internal void Normalize()
         {
-            real_t length = this.Length();
+            real_t length = Length();
 
             if (length == 0f)
             {
@@ -234,9 +232,9 @@ namespace Godot
         }
         public void Set(Vector3 v)
         {
-            this.x = v.x;
-            this.y = v.y;
-            this.z = v.z;
+            x = v.x;
+            y = v.y;
+            z = v.z;
         }
 
         public Vector3 Slide(Vector3 n)
@@ -294,9 +292,9 @@ namespace Godot
         }
         public Vector3(Vector3 v)
         {
-            this.x = v.x;
-            this.y = v.y;
-            this.z = v.z;
+            x = v.x;
+            y = v.y;
+            z = v.z;
         }
 
         public static Vector3 operator +(Vector3 left, Vector3 right)
@@ -379,8 +377,7 @@ namespace Godot
             {
                 if (left.y == right.y)
                     return left.z < right.z;
-                else
-                    return left.y < right.y;
+                return left.y < right.y;
             }
 
             return left.x < right.x;
@@ -392,8 +389,7 @@ namespace Godot
             {
                 if (left.y == right.y)
                     return left.z > right.z;
-                else
-                    return left.y > right.y;
+                return left.y > right.y;
             }
 
             return left.x > right.x;
@@ -405,8 +401,7 @@ namespace Godot
             {
                 if (left.y == right.y)
                     return left.z <= right.z;
-                else
-                    return left.y < right.y;
+                return left.y < right.y;
             }
 
             return left.x < right.x;
@@ -418,8 +413,7 @@ namespace Godot
             {
                 if (left.y == right.y)
                     return left.z >= right.z;
-                else
-                    return left.y > right.y;
+                return left.y > right.y;
             }
 
             return left.x > right.x;
@@ -449,9 +443,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this.x.ToString(),
-                this.y.ToString(),
-                this.z.ToString()
+                x.ToString(),
+                y.ToString(),
+                z.ToString()
             });
         }
 
@@ -459,9 +453,9 @@ namespace Godot
         {
             return String.Format("({0}, {1}, {2})", new object[]
             {
-                this.x.ToString(format),
-                this.y.ToString(format),
-                this.z.ToString(format)
+                x.ToString(format),
+                y.ToString(format),
+                z.ToString(format)
             });
         }
     }