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@@ -8,8 +8,22 @@ This is a (incomplete) list of API differences between C# and GDScript.
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General differences
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-------------------
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-As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
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-of the ``snake_case`` used in GDScript and C++.
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+As explained in :ref:`doc_c_sharp_general_differences`, ``PascalCase`` is used
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+to access Godot APIs in C# instead of the ``snake_case`` used by GDScript and
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+C++. Where possible, fields and getters/setters have been converted to
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+properties. In general, the C# Godot API strives to be as idiomatic as is
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+reasonably possible. See the :ref:`doc_c_sharp_styleguide`, which we encourage
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+you to also use for your own C# code.
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+
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+In GDScript, the setters/getters of a property can be called directly, although
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+this is not encouraged. In C#, only the property is defined. For example, to
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+translate the GDScript code ``x.set_name("Friend")`` to C#, write
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+``x.Name = "Friend";``.
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+
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+A C# IDE will provide intellisense, which is extremely useful when figuring out
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+renamed C# APIs. The built-in Godot script editor has no support for C#
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+intellisense, and it also doesn't provide many other C# development tools that
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+are considered essential. See :ref:`doc_c_sharp_setup_external_editor`.
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Global scope
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------------
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