.. _doc_c_sharp_exports: C# Exports ========== Introduction to exports ----------------------- In Godot, class members can be exported. This means their value gets saved along with the resource (such as the :ref:`scene `) they're attached to. They will also be available for editing in the property editor. Exporting is done by using the ``[Export]`` attribute. .. code-block:: csharp using Godot; public partial class ExportExample : Node3D { [Export] private int Number = 5; } In that example the value ``5`` will be saved, and after building the current project it will be visible in the property editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided. Exporting can only be done with built-in types or objects derived from the :ref:`Resource class `. .. note:: Exporting properties can also be done in GDScript, for information on that see :ref:`doc_gdscript_exports`. Basic use --------- Exporting can work with and without setting a default value. For int and float ``0`` will then be used as the default. .. code-block:: csharp [Export] private int Number; Export works with resource types. .. code-block:: csharp [Export] private Texture CharacterFace; [Export] private PackedScene SceneFile; There are many resource types that can be used this way, try e.g. the following to list them: .. code-block:: csharp [Export] private Resource Resource; Grouping exports ---------------- It is possible to group your exported properties inside the Inspector with the ``[ExportGroup]`` attribute. Every exported property after this attribute will be added to the group. Start a new group or use ``[ExportGroup("")]`` to break out. .. code-block:: csharp [ExportGroup("My Properties")] [Export] private int Number = 3; The second argument of the attribute can be used to only group properties with the specified prefix. Groups cannot be nested, use ``[ExportSubgroup]`` to create subgroups within a group. .. code-block:: csharp [ExportSubgroup("Extra Properties")] [Export] private string Text = ""; [Export] private bool Flag = false; You can also change the name of your main category, or create additional categories in the property list with the ``[ExportCategory]`` attribute. .. code-block:: csharp [ExportCategory("Main Category")] [Export] private int Number = 3; [Export] private string Text = ""; [ExportCategory("Extra Category")] [Export] private bool Flag = false; .. note:: The list of properties is organized based on the class inheritance, and new categories break that expectation. Use them carefully, especially when creating projects for public use. .. Commenting out enum examples because I have been told they require extra steps to actually work properly. The examples below will show up in the inspector but apparently do not function properly .. Integers and strings hint enumerated values. .. code-block:: csharp .. // Editor will enumerate as 0, 1 and 2. [Export(PropertyHint.Enum, "Warrior,Magician,Thief")] private int CharacterClass; .. If type is String, editor will enumerate with string names. .. code-block:: csharp .. [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")] private string CharacterName; .. Named enum values ----------------- .. Editor will enumerate as THING_1, THING_2, ANOTHER_THING. .. code-block:: csharp .. private enum NamedEnum { Thing1, Thing2, AnotherThing = -1 } [Export(PropertyHint.Enum)] private NamedEnum X; Strings as paths ---------------- Property hints can be used to export strings as paths String as a path to a file. .. code-block:: csharp [Export(PropertyHint.File)] private string GameFile; String as a path to a directory. .. code-block:: csharp [Export(PropertyHint.Dir)] private string GameDirectory; String as a path to a file, custom filter provided as hint. .. code-block:: csharp [Export(PropertyHint.File, "*.txt,")] private string GameFile; Using paths in the global filesystem is also possible, but only in scripts in tool mode. String as a path to a PNG file in the global filesystem. .. code-block:: csharp [Export(PropertyHint.GlobalFile, "*.png")] private string ToolImage; String as a path to a directory in the global filesystem. .. code-block:: csharp [Export(PropertyHint.GlobalDir)] private string ToolDir; The multiline annotation tells the editor to show a large input field for editing over multiple lines. .. code-block:: csharp [Export(PropertyHint.MultilineText)] private string Text; Limiting editor input ranges ---------------------------- Using the range property hint allows you to limit what can be input as a value using the editor. Allow integer values from 0 to 20. .. code-block:: csharp [Export(PropertyHint.Range, "0,20,")] private int Number; Allow integer values from -10 to 20. .. code-block:: csharp [Export(PropertyHint.Range, "-10,20,")] private int Number; Allow floats from -10 to 20 and snap the value to multiples of 0.2. .. code-block:: csharp [Export(PropertyHint.Range, "-10,20,0.2")] private float Number; If you add the hints "or_greater" and/or "or_lesser" you can go above or below the limits when adjusting the value by typing it instead of using the slider. .. code-block:: csharp [Export(PropertyHint.Range, "0,100,1,or_greater,or_lesser")] private int Number; Allow values 'y = exp(x)' where 'y' varies between 100 and 1000 while snapping to steps of 20. The editor will present a slider for easily editing the value. This only works with floats. .. code-block:: csharp [Export(PropertyHint.ExpRange, "100,1000,20")] private float Number; Floats with easing hint ----------------------- Display a visual representation of the 'ease()' function when editing. .. code-block:: csharp [Export(PropertyHint.ExpEasing)] private float TransitionSpeed; Colors ------ Regular color given as red-green-blue-alpha value. .. code-block:: csharp [Export] private Color Col; Color given as red-green-blue value (alpha will always be 1). .. code-block:: csharp [Export(PropertyHint.ColorNoAlpha)] private Color Col; Nodes ----- Nodes can't be directly exported. Instead you need to export a node path, then use that node path with ``GetNode()``. .. code-block:: csharp [Export] private NodePath MyNodePath; private Label MyNode; public override void _Ready() { MyNode = GetNode