Replace XML codeblock spaces with tabs
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122 changed files with 2407 additions and 2432 deletions
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@ -14,8 +14,8 @@
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var dict_variable_key = "Another key name"
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var dict_variable_value = "value2"
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var another_dict = {
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"Some key name": "value1",
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dict_variable_key: dict_variable_value,
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"Some key name": "value1",
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dict_variable_key: dict_variable_value,
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}
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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@ -25,16 +25,16 @@
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# Additionally, key names must start with a letter or an underscore.
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# Here, `some_key` is a string literal, not a variable!
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another_dict = {
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some_key = 42,
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some_key = 42,
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}
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[/gdscript]
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[csharp]
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var myDict = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
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var pointsDict = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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[/csharp]
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[/codeblocks]
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@ -44,22 +44,22 @@
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@export_enum("White", "Yellow", "Orange") var my_color: String
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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func _ready():
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# We can't use dot syntax here as `my_color` is a variable.
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var points = points_dict[my_color]
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# We can't use dot syntax here as `my_color` is a variable.
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var points = points_dict[my_color]
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[/gdscript]
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[csharp]
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[Export(PropertyHint.Enum, "White,Yellow,Orange")]
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public string MyColor { get; set; }
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private Godot.Collections.Dictionary _pointsDict = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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public override void _Ready()
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{
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int points = (int)_pointsDict[MyColor];
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int points = (int)_pointsDict[MyColor];
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}
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[/csharp]
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[/codeblocks]
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@ -68,13 +68,13 @@
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[codeblocks]
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[gdscript]
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var my_dict = {
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"First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
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"First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
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}
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[/gdscript]
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[csharp]
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var myDict = new Godot.Collections.Dictionary
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{
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{"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
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{"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
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};
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[/csharp]
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[/codeblocks]
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@ -87,9 +87,9 @@
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[csharp]
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var pointsDict = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
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[/csharp]
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@ -101,20 +101,20 @@
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# To access the string "Nested value" below, use `my_dict.sub_dict.sub_key` or `my_dict["sub_dict"]["sub_key"]`.
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# Indexing styles can be mixed and matched depending on your needs.
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var my_dict = {
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"String Key": 5,
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4: [1, 2, 3],
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7: "Hello",
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"sub_dict": {"sub_key": "Nested value"},
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"String Key": 5,
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4: [1, 2, 3],
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7: "Hello",
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"sub_dict": {"sub_key": "Nested value"},
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}
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[/gdscript]
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[csharp]
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// This is a valid dictionary.
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// To access the string "Nested value" below, use `((Godot.Collections.Dictionary)myDict["sub_dict"])["sub_key"]`.
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var myDict = new Godot.Collections.Dictionary {
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{"String Key", 5},
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{4, new Godot.Collections.Array{1,2,3}},
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{7, "Hello"},
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{"sub_dict", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
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{"String Key", 5},
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{4, new Godot.Collections.Array{1,2,3}},
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{7, "Hello"},
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{"sub_dict", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
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};
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[/csharp]
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[/codeblocks]
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@ -123,13 +123,13 @@
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[gdscript]
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var groceries = {"Orange": 20, "Apple": 2, "Banana": 4}
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for fruit in groceries:
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var amount = groceries[fruit]
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var amount = groceries[fruit]
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[/gdscript]
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[csharp]
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var groceries = new Godot.Collections.Dictionary{{"Orange", 20}, {"Apple", 2}, {"Banana", 4}};
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foreach (var (fruit, amount) in groceries)
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{
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// `fruit` is the key, `amount` is the value.
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// `fruit` is the key, `amount` is the value.
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}
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[/csharp]
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[/codeblocks]
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@ -276,8 +276,8 @@
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[codeblocks]
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[gdscript]
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var my_dict = {
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"Godot" : 4,
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210 : null,
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"Godot" : 4,
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210 : null,
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}
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print(my_dict.has("Godot")) # Prints true
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@ -287,8 +287,8 @@
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[csharp]
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var myDict = new Godot.Collections.Dictionary
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{
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{ "Godot", 4 },
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{ 210, default },
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{ "Godot", 4 },
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{ 210, default },
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};
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GD.Print(myDict.ContainsKey("Godot")); // Prints True
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@ -299,7 +299,7 @@
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In GDScript, this is equivalent to the [code]in[/code] operator:
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[codeblock]
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if "Godot" in {"Godot": 4}:
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print("The key is here!") # Will be printed.
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print("The key is here!") # Will be printed.
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[/codeblock]
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[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] exists, even if its corresponding value is [code]null[/code].
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</description>
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@ -423,14 +423,14 @@
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[csharp]
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var dict = new Godot.Collections.Dictionary
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{
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["item"] = "sword",
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["quantity"] = 2,
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["item"] = "sword",
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["quantity"] = 2,
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};
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var otherDict = new Godot.Collections.Dictionary
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{
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["quantity"] = 15,
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["color"] = "silver",
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["quantity"] = 15,
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["color"] = "silver",
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};
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// Overwriting of existing keys is disabled by default.
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