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@@ -16,7 +16,11 @@ The following two scripts will be used as references throughout this page.
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extends Node
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- var my_field: String = "foo"
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+ var my_property: String = "my gdscript value":
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+ get:
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+ return my_property
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+ set(value):
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+ my_property = value
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signal my_signal
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signal my_signal_with_params(msg: String, n: int)
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@@ -44,7 +48,7 @@ The following two scripts will be used as references throughout this page.
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public partial class MyCSharpNode : Node
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{
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- public string myField = "bar";
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+ public string MyProperty { get; set; } = "my c# value";
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[Signal] public delegate void MySignalEventHandler();
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[Signal] public delegate void MySignalWithParamsEventHandler(string msg, int n);
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@@ -96,8 +100,8 @@ with :ref:`new() <class_CSharpScript_method_new>`.
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.. code-block:: gdscript
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- var my_csharp_script = load("res://Path/To/MyCSharpNode.cs")
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- var my_csharp_node = my_csharp_script.new()
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+ var MyCSharpScript = load("res://Path/To/MyCSharpNode.cs")
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+ var my_csharp_node = MyCSharpScript.new()
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.. warning::
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@@ -122,8 +126,8 @@ be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`.
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.. code-block:: csharp
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- GDScript MyGDScript = GD.Load<GDScript>("res://path/to/my_gd_script.gd");
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- GodotObject myGDScriptNode = (GodotObject)MyGDScript.New(); // This is a GodotObject.
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+ var myGDScript = GD.Load<GDScript>("res://path/to/my_gd_script.gd");
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+ var myGDScriptNode = (GodotObject)myGDScript.New(); // This is a GodotObject.
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Here we are using an :ref:`class_Object`, but you can use type conversion like
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explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`.
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@@ -139,22 +143,26 @@ anything to worry about.
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.. code-block:: gdscript
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- print(my_csharp_node.myField) # bar
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- my_csharp_node.myField = "BAR"
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- print(my_csharp_node.myField) # BAR
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+ # Output: "my c# value".
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+ print(my_csharp_node.MyProperty)
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+ my_csharp_node.MyProperty = "MY C# VALUE"
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+ # Output: "MY C# VALUE".
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+ print(my_csharp_node.MyProperty)
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Accessing GDScript fields from C#
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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As C# is statically typed, accessing GDScript from C# is a bit more
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-convoluted, you will have to use :ref:`GodotObject.Get() <class_Object_method_get>`
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+convoluted. You will have to use :ref:`GodotObject.Get() <class_Object_method_get>`
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and :ref:`GodotObject.Set() <class_Object_method_set>`. The first argument is the name of the field you want to access.
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.. code-block:: csharp
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- GD.Print(myGDScriptNode.Get("my_field")); // foo
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- myGDScriptNode.Set("my_field", "FOO");
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- GD.Print(myGDScriptNode.Get("my_field")); // FOO
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+ // Output: "my gdscript value".
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+ GD.Print(myGDScriptNode.Get("my_property"));
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+ myGDScriptNode.Set("my_property", "MY GDSCRIPT VALUE");
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+ // Output: "MY GDSCRIPT VALUE".
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+ GD.Print(myGDScriptNode.Get("my_property"));
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Keep in mind that when setting a field value you should only use types the
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GDScript side knows about.
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@@ -173,13 +181,18 @@ If that's impossible, you'll see the following error: ``Invalid call. Nonexisten
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.. code-block:: gdscript
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- my_csharp_node.PrintNodeName(self) # myGDScriptNode
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- # my_csharp_node.PrintNodeName() # This line will fail.
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+ # Output: "my_gd_script_node" (or name of node where this code is placed).
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+ my_csharp_node.PrintNodeName(self)
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+ # This line will fail.
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+ # my_csharp_node.PrintNodeName()
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- my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there!
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+ # Outputs "Hello there!" twice, once per line.
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+ my_csharp_node.PrintNTimes("Hello there!", 2)
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- my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c
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- my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3
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+ # Output: "a", "b", "c" (one per line).
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+ my_csharp_node.PrintArray(["a", "b", "c"])
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+ # Output: "1", "2", "3" (one per line).
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+ my_csharp_node.PrintArray([1, 2, 3])
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Calling GDScript methods from C#
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -191,22 +204,21 @@ to said method.
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.. code-block:: csharp
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- myGDScriptNode.Call("print_node_name", this); // my_csharp_node
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- // myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out.
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+ // Output: "MyCSharpNode" (or name of node where this code is placed).
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+ myGDScriptNode.Call("print_node_name", this);
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+ // This line will fail silently and won't error out.
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+ // myGDScriptNode.Call("print_node_name");
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- myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there!
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+ // Outputs "Hello there!" twice, once per line.
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+ myGDScriptNode.Call("print_n_times", "Hello there!", 2);
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string[] arr = new string[] { "a", "b", "c" };
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- myGDScriptNode.Call("print_array", arr); // a, b, c
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- myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 }); // 1, 2, 3
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- // Note how the type of each array entry does not matter as long as it can be handled by the marshaller.
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-
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-.. warning::
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-
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- As you can see, if the first argument of the called method is an array,
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- you'll need to cast it as ``object``.
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- Otherwise, each element of your array will be treated as a single argument
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- and the function signature won't match.
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+ // Output: "a", "b", "c" (one per line).
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+ myGDScriptNode.Call("print_array", arr);
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+ // Output: "1", "2", "3" (one per line).
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+ myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 });
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+ // Note how the type of each array entry does not matter
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+ // as long as it can be handled by the marshaller.
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.. _connecting_to_signals_cross_language:
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