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#18051: Use 'var' when applicable

Xavier Cho %!s(int64=7) %!d(string=hai) anos
pai
achega
fdfc478c88

+ 16 - 16
modules/mono/glue/cs_files/AABB.cs

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

+ 11 - 11
modules/mono/glue/cs_files/Basis.cs

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

+ 14 - 14
modules/mono/glue/cs_files/Color.cs

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

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

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

+ 10 - 10
modules/mono/glue/cs_files/GD.cs

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

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

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

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

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

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

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

+ 5 - 5
modules/mono/glue/cs_files/Rect2.cs

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

+ 20 - 20
modules/mono/glue/cs_files/StringExtensions.cs

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

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

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

+ 10 - 10
modules/mono/glue/cs_files/Transform2D.cs

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

+ 8 - 8
modules/mono/glue/cs_files/Vector2.cs

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

+ 5 - 5
modules/mono/glue/cs_files/Vector3.cs

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