mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
Fix indentations in class reference XMLs
This commit is contained in:
parent
de8348a9b3
commit
4e393ab4a0
@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
|
||||
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
|
||||
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
|
||||
|
@ -5,52 +5,52 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once.
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
extends Node
|
||||
var ctx = HMACContext.new()
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
extends Node
|
||||
var ctx = HMACContext.new()
|
||||
|
||||
func _ready():
|
||||
var key = "supersecret".to_utf8()
|
||||
var err = ctx.start(HashingContext.HASH_SHA256, key)
|
||||
assert(err == OK)
|
||||
var msg1 = "this is ".to_utf8()
|
||||
var msg2 = "vewy vewy secret".to_utf8()
|
||||
err = ctx.update(msg1)
|
||||
assert(err == OK)
|
||||
err = ctx.update(msg2)
|
||||
assert(err == OK)
|
||||
var hmac = ctx.finish()
|
||||
print(hmac.hex_encode())
|
||||
func _ready():
|
||||
var key = "supersecret".to_utf8()
|
||||
var err = ctx.start(HashingContext.HASH_SHA256, key)
|
||||
assert(err == OK)
|
||||
var msg1 = "this is ".to_utf8()
|
||||
var msg2 = "vewy vewy secret".to_utf8()
|
||||
err = ctx.update(msg1)
|
||||
assert(err == OK)
|
||||
err = ctx.update(msg2)
|
||||
assert(err == OK)
|
||||
var hmac = ctx.finish()
|
||||
print(hmac.hex_encode())
|
||||
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
|
||||
public class CryptoNode : Node
|
||||
{
|
||||
private HMACContext ctx = new HMACContext();
|
||||
public override void _Ready()
|
||||
{
|
||||
PackedByteArray key = String("supersecret").to_utf8();
|
||||
Error err = ctx.Start(HashingContext.HASH_SHA256, key);
|
||||
GD.Assert(err == OK);
|
||||
PackedByteArray msg1 = String("this is ").to_utf8();
|
||||
PackedByteArray msg2 = String("vewy vew secret").to_utf8();
|
||||
err = ctx.Update(msg1);
|
||||
GD.Assert(err == OK);
|
||||
err = ctx.Update(msg2);
|
||||
GD.Assert(err == OK);
|
||||
PackedByteArray hmac = ctx.Finish();
|
||||
GD.Print(hmac.HexEncode());
|
||||
}
|
||||
}
|
||||
public class CryptoNode : Node
|
||||
{
|
||||
private HMACContext ctx = new HMACContext();
|
||||
public override void _Ready()
|
||||
{
|
||||
PackedByteArray key = String("supersecret").to_utf8();
|
||||
Error err = ctx.Start(HashingContext.HASH_SHA256, key);
|
||||
GD.Assert(err == OK);
|
||||
PackedByteArray msg1 = String("this is ").to_utf8();
|
||||
PackedByteArray msg2 = String("vewy vew secret").to_utf8();
|
||||
err = ctx.Update(msg1);
|
||||
GD.Assert(err == OK);
|
||||
err = ctx.Update(msg2);
|
||||
GD.Assert(err == OK);
|
||||
PackedByteArray hmac = ctx.Finish();
|
||||
GD.Print(hmac.HexEncode());
|
||||
}
|
||||
}
|
||||
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
[b]Note:[/b] Not available in HTML5 exports.
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
[b]Note:[/b] Not available in HTML5 exports.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
@ -107,36 +107,36 @@
|
||||
<description>
|
||||
Waits for a packet to arrive on the bound address. See [method bind].
|
||||
[b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
socket = PacketPeerUDP.new()
|
||||
# Server
|
||||
socket.set_dest_address("127.0.0.1", 789)
|
||||
socket.put_packet("Time to stop".to_ascii())
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
socket = PacketPeerUDP.new()
|
||||
# Server
|
||||
socket.set_dest_address("127.0.0.1", 789)
|
||||
socket.put_packet("Time to stop".to_ascii())
|
||||
|
||||
# Client
|
||||
while socket.wait() == OK:
|
||||
var data = socket.get_packet().get_string_from_ascii()
|
||||
if data == "Time to stop":
|
||||
return
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
var socket = new PacketPeerUDP();
|
||||
// Server
|
||||
socket.SetDestAddress("127.0.0.1", 789);
|
||||
socket.PutPacket("Time to stop".ToAscii());
|
||||
# Client
|
||||
while socket.wait() == OK:
|
||||
var data = socket.get_packet().get_string_from_ascii()
|
||||
if data == "Time to stop":
|
||||
return
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
var socket = new PacketPeerUDP();
|
||||
// Server
|
||||
socket.SetDestAddress("127.0.0.1", 789);
|
||||
socket.PutPacket("Time to stop".ToAscii());
|
||||
|
||||
// Client
|
||||
while (socket.Wait() == OK)
|
||||
{
|
||||
string data = socket.GetPacket().GetStringFromASCII();
|
||||
if (data == "Time to stop")
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
// Client
|
||||
while (socket.Wait() == OK)
|
||||
{
|
||||
string data = socket.GetPacket().GetStringFromASCII();
|
||||
if (data == "Time to stop")
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
@ -336,7 +336,6 @@
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<description>
|
||||
Returns the physics layer or layers a body can collide with.
|
||||
-
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_constant_force" qualifiers="const">
|
||||
|
@ -5,7 +5,7 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
|
||||
Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
|
||||
Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
Loading…
Reference in New Issue
Block a user