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@@ -3,8 +3,11 @@
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C# global classes
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=================
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-Global classes (also known as named scripts) are types registered in Godot's editor so they can be used
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-more conveniently.
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+Global classes (also known as named scripts) are types registered in Godot's
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+editor so they can be used more conveniently.
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+:ref:`In GDScript <doc_gdscript_basics_class_name>`, this is achieved
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+using the ``class_name`` keyword at the top of a script. This page describes how
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+to achieve the same effect in C#.
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- Global classes show up in the *Add Node* and *Create Resource* dialogs.
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- If an :ref:`exported property <doc_c_sharp_exports>` is a global class, the
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@@ -22,6 +25,12 @@ Global classes are registered with the ``[GlobalClass]`` attribute.
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{
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}
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+.. warning::
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+
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+ The file name must match the class name in **case-sensitive** fashion.
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+ For example, a global class named "MyNode" must have a file name of
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+ ``MyNode.cs``, not ``myNode.cs``.
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+
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The ``MyNode`` type will be registered as a global class with the same name as the type's name.
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.. image:: img/globalclasses_addnode.webp
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@@ -84,8 +93,7 @@ will let you create and load instances of this type easily.
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.. warning::
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The Godot editor will hide these custom classes with names that begin with the prefix
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- "Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
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- are available for instantiation at runtime via their class names, but are
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- automatically hidden by the editor windows along with the built-in editor nodes used
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+ "Editor" in the "Create New Node" or "Create New Scene" dialog windows. The classes
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+ are available for instantiation at runtime via their class names, but are
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+ automatically hidden by the editor windows along with the built-in editor nodes used
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by the Godot editor.
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-
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