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chore: clean up linter warnings

This commit is contained in:
tiger tiger tiger 2026-07-29 19:58:47 +02:00
commit dfc34997bc
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217 changed files with 1863 additions and 1077 deletions

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@ -19,9 +19,6 @@
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class InputActions : IExample
@ -82,10 +79,26 @@ public partial class InputActions : IExample
//----------------------------------------------------------------------------------
gamepadIndex = 0; // Set gamepad being checked
if (IsActionDown(ActionType.ActionUp)) position.Y -= 2;
if (IsActionDown(ActionType.ActionDown)) position.Y += 2;
if (IsActionDown(ActionType.ActionLeft)) position.X -= 2;
if (IsActionDown(ActionType.ActionRight)) position.X += 2;
if (IsActionDown(ActionType.ActionUp))
{
position.Y -= 2;
}
if (IsActionDown(ActionType.ActionDown))
{
position.Y += 2;
}
if (IsActionDown(ActionType.ActionLeft))
{
position.X -= 2;
}
if (IsActionDown(ActionType.ActionRight))
{
position.X += 2;
}
if (IsActionPressed(ActionType.ActionFire))
{
position.X = (screenWidth - size.X) / 2;
@ -94,14 +107,23 @@ public partial class InputActions : IExample
// Register release action for one frame
releaseAction = false;
if (IsActionReleased(ActionType.ActionFire)) releaseAction = true;
if (IsActionReleased(ActionType.ActionFire))
{
releaseAction = true;
}
// Switch control scheme by pressing TAB
if (IsKeyPressed(KeyboardKey.Tab))
{
actionSet = (actionSet == 0) ? 1 : 0;
if (actionSet == 0) SetActionsDefault();
else SetActionsCursor();
if (actionSet == 0)
{
SetActionsDefault();
}
else
{
SetActionsCursor();
}
}
//----------------------------------------------------------------------------------
@ -133,7 +155,10 @@ public partial class InputActions : IExample
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyPressed(actionInputs[(int)action].Key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[(int)action].Button));
if (action < ActionType.MaxAction)
{
result = (IsKeyPressed(actionInputs[(int)action].Key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[(int)action].Button));
}
return result;
}
@ -144,7 +169,10 @@ public partial class InputActions : IExample
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyReleased(actionInputs[(int)action].Key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[(int)action].Button));
if (action < ActionType.MaxAction)
{
result = (IsKeyReleased(actionInputs[(int)action].Key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[(int)action].Button));
}
return result;
}
@ -155,7 +183,10 @@ public partial class InputActions : IExample
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyDown(actionInputs[(int)action].Key) || IsGamepadButtonDown(gamepadIndex, actionInputs[(int)action].Button));
if (action < ActionType.MaxAction)
{
result = (IsKeyDown(actionInputs[(int)action].Key) || IsGamepadButtonDown(gamepadIndex, actionInputs[(int)action].Button));
}
return result;
}