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+.. _doc_c_sharp:
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+
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+C#
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+===
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+
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+Introduction
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+--------------
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+
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+C# is a high-level programming language developed by Microsoft. In Godot it is implemented with the Mono 5.2 .NET framework including full support for C# 7.0.
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+
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+.. note:: This is **not** a full-scale tutorial on the C# language as a whole.
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+ If you aren't already familiar with its syntax or features,
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+ see the `Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_.
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+
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+Necessary Downloads
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+-------------------------
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+
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+To use C# in Godot you must have `Mono <http://www.mono-project.com/download/>`_
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+installed (at least version 5.2), and use a Godot version with Mono enabled, which adds C# support next to the existing options of GDScript, visual scripting and C++.
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+
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+Windows users also need MS Build 15.0, which comes bundled with Visual Studio 2017,
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+or can be downloaded separately with `build tools for Visual Studio 2017 <https://www.visualstudio.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15#>`_.
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+
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+
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+History
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+--------
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+
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+Back in 2016 the Godot team reached out to Microsoft, with Miguel de Icaza's
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+support, to see if they would consider funding C# support being added to
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+Godot. Microsoft agreed and gave the team a $24,000 donation to work on adding
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+C# support. Thanks to that donation, Juan Lineietsky and Ignacio Roldán
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+Etcheverry were able to work on bringing C# support to Godot using the Mono
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+.NET framework. Support was added to Godot version 3.0 using mono 5.2, giving users
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+the power of C# in their game making.
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+
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+Example
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+-------
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+
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+Here's a blank C# script with some comments to demonstate how it works.
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+
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+.. code-block:: csharp
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+
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+ using Godot;
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+ using System;
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+
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+ public class Path : Path
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+ {
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+ // Member variables here, example:
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+ private int a = 2;
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+ private string b = "textvar";
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+
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+ public override void _Ready()
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+ {
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+ // Called every time the node is added to the scene.
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+ // Initialization here
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+ }
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+
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+ public override void _Process(float delta)
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+ {
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+ // Called every frame. Delta is time since last frame.
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+ // Update game logic here.
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+ }
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+ }
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+
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+
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+Configuring an external editor
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+-----------------------------------
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+
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+While Godot does have its own scripting editor, its support for C# is kept
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+minimal, and it's reccomended that you use an external IDE or editor, such as
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+Microsoft Visual Studio Code, or MonoDevelop, which provide auto-completion,
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+debugging and other features useful when working with C#.
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+To set it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll
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+down to the bottom, to the ``Mono`` settings. Under Mono click on ``Editor``,
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+and on that page choose your external editor of choice.
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