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Merge pull request #18053 from mysticfall/master

 #18051: Clean up and reformat C# source files
Rémi Verschelde 7 년 전
부모
커밋
3aaa5514d0

+ 45 - 57
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
@@ -51,12 +49,12 @@ namespace Godot
             Vector3 dst_min = with.position;
             Vector3 dst_max = with.position + with.size;
 
-            return ((src_min.x <= dst_min.x) &&
-                    (src_max.x > dst_max.x) &&
-                    (src_min.y <= dst_min.y) &&
-                    (src_max.y > dst_max.y) &&
-                    (src_min.z <= dst_min.z) &&
-                    (src_max.z > dst_max.z));
+            return src_min.x <= dst_min.x &&
+                   src_max.x > dst_max.x &&
+                   src_min.y <= dst_min.y &&
+                   src_max.y > dst_max.y &&
+                   src_min.z <= dst_min.z &&
+                   src_max.z > dst_max.z;
         }
 
         public AABB Expand(Vector3 to_point)
@@ -113,7 +111,7 @@ namespace Godot
 
         public Vector3 GetLongestAxis()
         {
-            Vector3 axis = new Vector3(1f, 0f, 0f);
+            var axis = new Vector3(1f, 0f, 0f);
             real_t max_size = size.x;
 
             if (size.y > max_size)
@@ -125,7 +123,6 @@ namespace Godot
             if (size.z > max_size)
             {
                 axis = new Vector3(0f, 0f, 1f);
-                max_size = size.z;
             }
 
             return axis;
@@ -133,7 +130,7 @@ 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)
@@ -145,7 +142,6 @@ namespace Godot
             if (size.z > max_size)
             {
                 axis = Vector3.Axis.Z;
-                max_size = size.z;
             }
 
             return axis;
@@ -166,7 +162,7 @@ namespace Godot
 
         public Vector3 GetShortestAxis()
         {
-            Vector3 axis = new Vector3(1f, 0f, 0f);
+            var axis = new Vector3(1f, 0f, 0f);
             real_t max_size = size.x;
 
             if (size.y < max_size)
@@ -178,7 +174,6 @@ namespace Godot
             if (size.z < max_size)
             {
                 axis = new Vector3(0f, 0f, 1f);
-                max_size = size.z;
             }
 
             return axis;
@@ -186,7 +181,7 @@ namespace Godot
 
         public Vector3.Axis GetShortestAxisIndex()
         {
-            Vector3.Axis axis = Vector3.Axis.X;
+            var axis = Vector3.Axis.X;
             real_t max_size = size.x;
 
             if (size.y < max_size)
@@ -198,7 +193,6 @@ namespace Godot
             if (size.z < max_size)
             {
                 axis = Vector3.Axis.Z;
-                max_size = size.z;
             }
 
             return axis;
@@ -223,14 +217,14 @@ namespace Godot
             Vector3 ofs = position + half_extents;
 
             return ofs + new Vector3(
-                (dir.x > 0f) ? -half_extents.x : half_extents.x,
-                (dir.y > 0f) ? -half_extents.y : half_extents.y,
-                (dir.z > 0f) ? -half_extents.z : half_extents.z);
+                dir.x > 0f ? -half_extents.x : half_extents.x,
+                dir.y > 0f ? -half_extents.y : half_extents.y,
+                dir.z > 0f ? -half_extents.z : half_extents.z);
         }
 
         public AABB Grow(real_t by)
         {
-            AABB res = this;
+            var res = this;
 
             res.position.x -= by;
             res.position.y -= by;
@@ -283,48 +277,42 @@ 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);
         }
 
         public bool Intersects(AABB with)
         {
-            if (position.x >= (with.position.x + with.size.x))
+            if (position.x >= with.position.x + with.size.x)
                 return false;
-            if ((position.x + size.x) <= with.position.x)
+            if (position.x + size.x <= with.position.x)
                 return false;
-            if (position.y >= (with.position.y + with.size.y))
+            if (position.y >= with.position.y + with.size.y)
                 return false;
-            if ((position.y + size.y) <= with.position.y)
+            if (position.y + size.y <= with.position.y)
                 return false;
-            if (position.z >= (with.position.z + with.size.z))
+            if (position.z >= with.position.z + with.size.z)
                 return false;
-            if ((position.z + size.z) <= with.position.z)
+            if (position.z + size.z <= with.position.z)
                 return false;
 
             return true;
@@ -341,7 +329,7 @@ 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;
@@ -408,19 +396,19 @@ 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(
-                              (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
+            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(
-                              (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
+            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
                           );
 
             return new AABB(min, max - min);
@@ -467,8 +455,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
                 {
-                    this.position.ToString(),
-                    this.size.ToString()
+                    position.ToString(),
+                    size.ToString()
                 });
         }
 
@@ -476,8 +464,8 @@ namespace Godot
         {
             return String.Format("{0} - {1}", new object[]
                 {
-                    this.position.ToString(format),
-                    this.size.ToString(format)
+                    position.ToString(format),
+                    size.ToString(format)
                 });
         }
     }

+ 65 - 64
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
@@ -19,8 +18,7 @@ namespace Godot
             new Vector3(0f, 0f, 1f)
         );
 
-        private static readonly Basis[] orthoBases = new Basis[24]
-        {
+        private static readonly Basis[] orthoBases = {
             new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f),
             new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f),
             new Basis(-1f, 0f, 0f, 0f, -1f, 0f, 0f, 0f, 1f),
@@ -188,7 +186,7 @@ namespace Godot
 
         public Vector3 GetEuler()
         {
-            Basis m = this.Orthonormalized();
+            Basis m = Orthonormalized();
 
             Vector3 euler;
             euler.z = 0.0f;
@@ -221,7 +219,7 @@ namespace Godot
 
         public int GetOrthogonalIndex()
         {
-            Basis orth = this;
+            var orth = this;
 
             for (int i = 0; i < 3; i++)
             {
@@ -251,10 +249,9 @@ namespace Godot
 
         public Basis Inverse()
         {
-            Basis inv = this;
+            var inv = this;
 
-            real_t[] co = new real_t[3]
-            {
+            real_t[] co = {
                 inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
                 inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
                 inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
@@ -297,12 +294,12 @@ namespace Godot
             Vector3 zAxis = GetAxis(2);
 
             xAxis.Normalize();
-            yAxis = (yAxis - xAxis * (xAxis.Dot(yAxis)));
+            yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
             yAxis.Normalize();
-            zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
+            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)
@@ -312,7 +309,7 @@ namespace Godot
 
         public Basis Scaled(Vector3 scale)
         {
-            Basis m = this;
+            var m = this;
 
             m[0, 0] *= scale.x;
             m[0, 1] *= scale.x;
@@ -344,7 +341,7 @@ namespace Godot
 
         public Basis Transposed()
         {
-            Basis tr = this;
+            var tr = this;
 
             real_t temp = this[0, 1];
             this[0, 1] = this[1, 0];
@@ -375,9 +372,9 @@ namespace Godot
         {
             return new Vector3
             (
-                (this[0, 0] * v.x) + (this[1, 0] * v.y) + (this[2, 0] * v.z),
-                (this[0, 1] * v.x) + (this[1, 1] * v.y) + (this[2, 1] * v.z),
-                (this[0, 2] * v.x) + (this[1, 2] * v.y) + (this[2, 2] * v.z)
+                this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
+                this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
+                this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
             );
         }
 
@@ -393,34 +390,38 @@ 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 +441,33 @@ 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);
+            var 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 +477,16 @@ 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 +533,9 @@ 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 +543,9 @@ 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)
             });
         }
     }

+ 38 - 58
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 = 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 = (float) Mathf.Max(r, (float) Mathf.Max(g, b));
-                float min = (float) Mathf.Min(r, (float) 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 (float) Mathf.Max(r, (float) Mathf.Max(g, b));
+                return Math.Max(r, Math.Max(g, b));
             }
             set
             {
@@ -104,7 +104,7 @@ namespace Godot
             }
         }
 
-        private static readonly Color black = new Color(0f, 0f, 0f, 1.0f);
+        private static readonly Color black = new Color(0f, 0f, 0f);
 
         public Color Black
         {
@@ -180,7 +180,7 @@ namespace Godot
                     hue += 1.0f;
             }
 
-            saturation = (max == 0) ? 0 : 1f - (1f * min / max);
+            saturation = max == 0 ? 0 : 1f - 1f * min / max;
             value = max / 255f;
         }
 
@@ -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;
         }
@@ -265,14 +263,14 @@ namespace Godot
             );
         }
 
-        public Color LinearInterpolate(Color b, float t)
+        public Color LinearInterpolate(Color c, float t)
         {
-            Color res = this;
+            var res = this;
 
-            res.r += (t * (b.r - this.r));
-            res.g += (t * (b.g - this.g));
-            res.b += (t * (b.b - this.b));
-            res.a += (t * (b.a - this.a));
+            res.r += t * (c.r - r);
+            res.g += t * (c.g - g);
+            res.b += t * (c.b - b);
+            res.a += t * (c.a - a);
 
             return res;
         }
@@ -305,7 +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);
@@ -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)
@@ -344,7 +342,7 @@ namespace Godot
             for (int i = 0; i < 2; i++)
             {
                 int c = str[i + ofs];
-                int v = 0;
+                int v;
 
                 if (c >= '0' && c <= '9')
                 {
@@ -376,9 +374,9 @@ 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++)
             {
@@ -405,7 +403,7 @@ namespace Godot
             if (color[0] == '#')
                 color = color.Substring(1, color.Length - 1);
 
-            bool alpha = false;
+            bool alpha;
 
             if (color.Length == 8)
                 alpha = true;
@@ -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)
@@ -451,7 +449,7 @@ namespace Godot
             if (rgba[0] == '#')
                 rgba = rgba.Substring(1);
 
-            bool alpha = false;
+            bool alpha;
 
             if (rgba.Length == 8)
             {
@@ -513,14 +511,11 @@ namespace Godot
                 if (left.g == right.g)
                 {
                     if (left.b == right.b)
-                        return (left.a < right.a);
-                    else
-                        return (left.b < right.b);
-                }
-                else
-                {
-                    return left.g < right.g;
+                        return left.a < right.a;
+                    return left.b < right.b;
                 }
+
+                return left.g < right.g;
             }
 
             return left.r < right.r;
@@ -533,14 +528,11 @@ namespace Godot
                 if (left.g == right.g)
                 {
                     if (left.b == right.b)
-                        return (left.a > right.a);
-                    else
-                        return (left.b > right.b);
-                }
-                else
-                {
-                    return left.g > right.g;
+                        return left.a > right.a;
+                    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));
         }
     }
 }

+ 2 - 2
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(" ");
         }
@@ -32,7 +32,7 @@ namespace Godot
                 return;
             }
 
-            StringBuilder sb = new StringBuilder();
+            var sb = new StringBuilder();
 
             if (methodBase is MethodInfo)
                 sb.AppendTypeName(((MethodInfo)methodBase).ReturnType);

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

@@ -91,7 +91,7 @@ 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++)
             {
@@ -106,7 +106,7 @@ 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++)
             {
@@ -124,14 +124,14 @@ namespace Godot
                 return new int[0];
 
             // Calculate count
-            int count = 0;
+            int count;
 
             if (increment > 0)
-                count = ((to - from - 1) / increment) + 1;
+                count = (to - from - 1) / increment + 1;
             else
-                count = ((from - to - 1) / -increment) + 1;
+                count = (from - to - 1) / -increment + 1;
 
-            int[] ret = new int[count];
+            var ret = new int[count];
 
             if (increment > 0)
             {

+ 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

+ 3 - 3
modules/mono/glue/cs_files/MarshalUtils.cs

@@ -7,7 +7,7 @@ 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++)
             {
@@ -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);
         }

+ 12 - 19
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)
@@ -177,22 +175,22 @@ namespace Godot
 
         public static int Max(int a, int b)
         {
-            return (a > b) ? a : b;
+            return a > b ? a : b;
         }
 
         public static real_t Max(real_t a, real_t b)
         {
-            return (a > b) ? a : b;
+            return a > b ? a : b;
         }
 
         public static int Min(int a, int b)
         {
-            return (a < b) ? a : b;
+            return a < b ? a : b;
         }
 
         public static real_t Min(real_t a, real_t b)
         {
-            return (a < b) ? a : b;
+            return a < b ? a : b;
         }
 
         public static int NearestPo2(int value)
@@ -227,19 +225,14 @@ namespace Godot
             return (real_t)Math.Round(s);
         }
 
-        public static int RoundToInt(real_t s)
-        {
-            return (int)Math.Round(s);
-        }
-
         public static int Sign(int s)
         {
-            return (s < 0) ? -1 : 1;
+            return s < 0 ? -1 : 1;
         }
 
         public static real_t Sign(real_t s)
         {
-            return (s < 0f) ? -1f : 1f;
+            return s < 0f ? -1f : 1f;
         }
 
         public static real_t Sin(real_t s)
@@ -280,13 +273,13 @@ namespace Godot
         public static int Wrap(int value, int min, int max)
         {
             int rng = max - min;
-            return min + ((((value - min) % rng) + rng) % rng);
+            return min + ((value - min) % rng + rng) % rng;
         }
 
         public static real_t Wrap(real_t value, real_t min, real_t max)
         {
             real_t rng = max - min;
-            return min + ((((value - min) % rng) + rng) % rng);
+            return min + ((value - min) % rng + rng) % rng;
         }
     }
 }

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

@@ -1,5 +1,4 @@
 using System;
-
 #if REAL_T_IS_DOUBLE
 using real_t = System.Double;
 #else
@@ -81,9 +80,9 @@ namespace Godot
             if (Mathf.Abs(denom) <= Mathf.Epsilon)
                 return new Vector3();
 
-            Vector3 result = (b.normal.Cross(c.normal) * this.d) +
-                                (c.normal.Cross(normal) * b.d) +
-                                (normal.Cross(b.normal) * c.d);
+            Vector3 result = b.normal.Cross(c.normal) * d +
+                                c.normal.Cross(normal) * b.d +
+                                normal.Cross(b.normal) * c.d;
 
             return result / denom;
         }
@@ -114,7 +113,7 @@ namespace Godot
 
             real_t dist = (normal.Dot(begin) - d) / den;
 
-            if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
+            if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
                 return new Vector3();
 
             return begin + segment * -dist;
@@ -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)
             });
         }
     }

+ 18 - 31
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)
@@ -117,7 +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)
@@ -138,7 +137,7 @@ namespace Godot
             real_t sinom, scale0, scale1;
 
             // Calculate coefficients
-            if ((1.0 - cosom) > Mathf.Epsilon)
+            if (1.0 - cosom > Mathf.Epsilon)
             {
                 // Standard case (Slerp)
                 real_t omega = Mathf.Acos(cosom);
@@ -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));
         }
     }
 }

+ 26 - 27
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
@@ -39,7 +38,7 @@ namespace Godot
 
         public Rect2 Clip(Rect2 b)
         {
-            Rect2 newRect = b;
+            var newRect = b;
 
             if (!Intersects(newRect))
                 return new Rect2();
@@ -58,14 +57,14 @@ namespace Godot
 
         public bool Encloses(Rect2 b)
         {
-            return (b.position.x >= position.x) && (b.position.y >= position.y) &&
-               ((b.position.x + b.size.x) < (position.x + size.x)) &&
-               ((b.position.y + b.size.y) < (position.y + size.y));
+            return b.position.x >= position.x && b.position.y >= position.y &&
+               b.position.x + b.size.x < position.x + size.x &&
+               b.position.y + b.size.y < position.y + size.y;
         }
 
         public Rect2 Expand(Vector2 to)
         {
-            Rect2 expanded = this;
+            var expanded = this;
 
             Vector2 begin = expanded.position;
             Vector2 end = expanded.position + expanded.size;
@@ -93,7 +92,7 @@ namespace Godot
 
         public Rect2 Grow(real_t by)
         {
-            Rect2 g = this;
+            var g = this;
 
             g.position.x -= by;
             g.position.y -= by;
@@ -105,7 +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;
@@ -117,12 +116,12 @@ 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,
-                    (Margin.Right == margin) ? by : 0,
-                    (Margin.Bottom == margin) ? by : 0);
+            g.GrowIndividual(Margin.Left == margin ? by : 0,
+                    Margin.Top == margin ? by : 0,
+                    Margin.Right == margin ? by : 0,
+                    Margin.Bottom == margin ? by : 0);
 
             return g;
         }
@@ -139,9 +138,9 @@ namespace Godot
             if (point.y < position.y)
                 return false;
 
-            if (point.x >= (position.x + size.x))
+            if (point.x >= position.x + size.x)
                 return false;
-            if (point.y >= (position.y + size.y))
+            if (point.y >= position.y + size.y)
                 return false;
 
             return true;
@@ -149,13 +148,13 @@ namespace Godot
 
         public bool Intersects(Rect2 b)
         {
-            if (position.x > (b.position.x + b.size.x))
+            if (position.x > b.position.x + b.size.x)
                 return false;
-            if ((position.x + size.x) < b.position.x)
+            if (position.x + size.x < b.position.x)
                 return false;
-            if (position.y > (b.position.y + b.size.y))
+            if (position.y > b.position.y + b.size.y)
                 return false;
-            if ((position.y + size.y) < b.position.y)
+            if (position.y + size.y < b.position.y)
                 return false;
 
             return true;
@@ -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
                 );
         }
 

+ 37 - 39
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++;
@@ -83,7 +82,7 @@ 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++)
             {
@@ -98,7 +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");
@@ -120,7 +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");
@@ -143,7 +142,7 @@ namespace Godot
         public static string Capitalize(this string instance)
         {
             string aux = instance.Replace("_", " ").ToLower();
-            string cap = string.Empty;
+            var cap = string.Empty;
 
             for (int i = 0; i < aux.GetSliceCount(" "); 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++;
@@ -260,12 +259,12 @@ namespace Godot
         {
             int basepos = instance.Find("://");
 
-            string rs = string.Empty;
-            string @base = string.Empty;
+            string rs;
+            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);
             }
@@ -312,8 +311,8 @@ namespace Godot
             int hashv = 5381;
             int c;
 
-            while ((c = (int)instance[index++]) != 0)
-                hashv = ((hashv << 5) + hashv) + c; // hash * 33 + c
+            while ((c = instance[index++]) != 0)
+                hashv = (hashv << 5) + hashv + c; // hash * 33 + c
 
             return hashv;
         }
@@ -379,7 +378,7 @@ namespace Godot
 
             while (instance[src] != 0 && text[tgt] != 0)
             {
-                bool match = false;
+                bool match;
 
                 if (case_insensitive)
                 {
@@ -455,7 +454,10 @@ namespace Godot
                         return false; // Don't start with number plz
                 }
 
-                bool valid_char = (instance[i] >= '0' && instance[i] <= '9') || (instance[i] >= 'a' && instance[i] <= 'z') || (instance[i] >= 'A' && instance[i] <= 'Z') || instance[i] == '_';
+                bool valid_char = instance[i] >= '0' && 
+                                  instance[i] <= '9' || instance[i] >= 'a' && 
+                                  instance[i] <= 'z' || instance[i] >= 'A' && 
+                                  instance[i] <= 'Z' || instance[i] == '_';
 
                 if (!valid_char)
                     return false;
@@ -502,7 +504,7 @@ 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");
@@ -551,7 +553,7 @@ namespace Godot
                 case '\0':
                     return instance[0] == 0;
                 case '*':
-                    return ExprMatch(expr + 1, instance, caseSensitive) || (instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive));
+                    return ExprMatch(expr + 1, instance, caseSensitive) || instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive);
                 case '?':
                     return instance[0] != 0 && instance[0] != '.' && ExprMatch(expr + 1, instance + 1, caseSensitive);
                 default:
@@ -610,13 +612,13 @@ 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 +726,7 @@ namespace Godot
         {
             if (instance.Length > 0 && instance[instance.Length - 1] == '/')
                 return instance + file;
-            else
-                return instance + "/" + file;
+            return instance + "/" + file;
         }
 
         // <summary>
@@ -771,7 +772,7 @@ namespace Godot
             if (pos < 0)
                 return string.Empty;
 
-            return instance.Substring(pos, (instance.Length - pos));
+            return instance.Substring(pos, instance.Length - pos);
         }
 
         public static byte[] Sha256Buffer(this string instance)
@@ -824,7 +825,7 @@ namespace Godot
                 }
             }
 
-            return (2.0f * inter) / sum;
+            return 2.0f * inter / sum;
         }
 
         // <summary>
@@ -832,7 +833,7 @@ 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>
@@ -840,7 +841,7 @@ namespace Godot
         // </summary>
         public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
         {
-            List<float> ret = new List<float>();
+            var ret = new List<float>();
             int from = 0;
             int len = instance.Length;
 
@@ -849,7 +850,7 @@ namespace Godot
                 int end = instance.Find(divisor, from);
                 if (end < 0)
                     end = len;
-                if (allow_empty || (end > from))
+                if (allow_empty || end > from)
                     ret.Add(float.Parse(instance.Substring(from)));
                 if (end == len)
                     break;
@@ -878,13 +879,10 @@ 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>

+ 10 - 11
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
@@ -29,7 +28,7 @@ namespace Godot
 
         public Transform LookingAt(Vector3 target, Vector3 up)
         {
-            Transform t = this;
+            var t = this;
             t.SetLookAt(origin, target, up);
             return t;
         }
@@ -98,22 +97,22 @@ namespace Godot
 
             return new Vector3
             (
-                (basis[0, 0] * vInv.x) + (basis[1, 0] * vInv.y) + (basis[2, 0] * vInv.z),
-                (basis[0, 1] * vInv.x) + (basis[1, 1] * vInv.y) + (basis[2, 1] * vInv.z),
-                (basis[0, 2] * vInv.x) + (basis[1, 2] * vInv.y) + (basis[2, 2] * vInv.z)
+                basis[0, 0] * vInv.x + basis[1, 0] * vInv.y + basis[2, 0] * vInv.z,
+                basis[0, 1] * vInv.x + basis[1, 1] * vInv.y + basis[2, 1] * vInv.z,
+                basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
             );
         }
         
         // 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)
             });
         }
     }

+ 25 - 26
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
@@ -111,7 +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];
 
@@ -158,15 +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);
+            dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);
 
-            Vector2 v = new Vector2();
+            Vector2 v;
 
             if (dot > 0.9995f)
             {
@@ -185,7 +184,7 @@ namespace Godot
             Vector2 p2 = m.Origin;
 
             // Construct matrix
-            Transform2D 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);
             res.x *= scale;
             res.y *= scale;
@@ -195,7 +194,7 @@ namespace Godot
 
         public Transform2D Inverse()
         {
-            Transform2D inv = this;
+            var inv = this;
 
             // Swap
             real_t temp = inv.x.y;
@@ -209,13 +208,13 @@ namespace Godot
 
         public Transform2D Orthonormalized()
         {
-            Transform2D on = this;
+            var on = this;
 
             Vector2 onX = on.x;
             Vector2 onY = on.y;
 
             onX.Normalize();
-            onY = onY - onX * (onX.Dot(onY));
+            onY = onY - onX * onX.Dot(onY);
             onY.Normalize();
 
             on.x = onX;
@@ -231,7 +230,7 @@ namespace Godot
 
         public Transform2D Scaled(Vector2 scale)
         {
-            Transform2D copy = this;
+            var copy = this;
             copy.x *= scale;
             copy.y *= scale;
             copy.o *= scale;
@@ -250,7 +249,7 @@ namespace Godot
 
         public Transform2D Translated(Vector2 offset)
         {
-            Transform2D copy = this;
+            var copy = this;
             copy.o += copy.BasisXform(offset);
             return copy;
         }
@@ -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)
             });
         }
     }

+ 29 - 39
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
@@ -101,8 +99,8 @@ namespace Godot
 
         public Vector2 Clamped(real_t length)
         {
-            Vector2 v = this;
-            real_t l = this.Length();
+            var v = this;
+            real_t l = Length();
 
             if (l > 0 && length < l)
             {
@@ -115,15 +113,15 @@ 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;
 
-            return 0.5f * ((p1 * 2.0f) +
+            return 0.5f * (p1 * 2.0f +
                                 (-p0 + p2) * t +
                                 (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
                                 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
@@ -166,17 +164,17 @@ 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));
+            res.x += t * (b.x - x);
+            res.y += t * (b.y - y);
 
             return res;
         }
 
         public Vector2 Normalized()
         {
-            Vector2 result = this;
+            var result = this;
             result.Normalize();
             return result;
         }
@@ -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)
             });
         }
     }

+ 31 - 37
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)
             {
@@ -105,24 +103,24 @@ namespace Godot
         {
             return new Vector3
             (
-                (y * b.z) - (z * b.y),
-                (z * b.x) - (x * b.z),
-                (x * b.y) - (y * b.x)
+                y * b.z - z * b.y,
+                z * b.x - x * b.z,
+                x * b.y - y * b.x
             );
         }
 
         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;
 
             return 0.5f * (
-                        (p1 * 2.0f) + (-p0 + p2) * t +
+                        p1 * 2.0f + (-p0 + p2) * t +
                         (2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
                         (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
                     );
@@ -180,9 +178,9 @@ namespace Godot
         {
             return new Vector3
             (
-                x + (t * (b.x - x)),
-                y + (t * (b.y - y)),
-                z + (t * (b.z - z))
+                x + t * (b.x - x),
+                y + t * (b.y - y),
+                z + t * (b.z - z)
             );
         }
 
@@ -198,7 +196,7 @@ namespace Godot
 
         public Vector3 Normalized()
         {
-            Vector3 v = this;
+            var v = this;
             v.Normalize();
             return v;
         }
@@ -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)
             });
         }
     }