Bladeren bron

#18051: Fix indentation issues introduced during clean up

Xavier Cho 7 jaren geleden
bovenliggende
commit
6b611e6431

+ 7 - 7
modules/mono/glue/cs_files/AABB.cs

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

+ 2 - 2
modules/mono/glue/cs_files/GD.cs

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

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

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

+ 4 - 4
modules/mono/glue/cs_files/StringExtensions.cs

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

+ 1 - 1
modules/mono/glue/cs_files/Transform2D.cs

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

+ 1 - 1
modules/mono/glue/cs_files/Vector2.cs

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