.. _doc_c_sharp_features: Features ============ This page provied an overview over the commonly used features of both C# and Godot and how they are used together. Type Conversion and Casting --------------------------- C# is a statically typed language. Therefore you can't do the following: .. code-block:: csharp var mySprite = GetNode("MySprite") mySprite.SetFrame(0) The method ``GetNode()`` returns a ``Node`` instance. You must explicitly convert it to the desired derived type, ``Sprite`` in this case. For this, you have various options in C#. **Casting and Type Checking** Throws ``InvalidCastException`` if the returned node cannot be casted to Sprite. You would use it instead of the ``as`` operator if you are pretty sure it won't fail. .. code-block:: csharp Sprite mySprite = (Sprite)GetNode("MySprite"); mySprite.SetFrame(0); **Using the AS operator** The ``as`` operator returns null if the node cannot be casted to Sprite, and for this reason it cannot be used with value types. .. code-block:: csharp Sprite mySprite = GetNode("MySprite") as Sprite; // Only call SetFrame() is mySprite is not null mySprite?.SetFrame(0);; **Type checking using the IS operator** To check if the node can be casted to Sprite, you can use the ``is`` operator. The ``is`` operator returns false if the node cannot be casted to Sprite, otherwise it returns true. .. code-block:: csharp if (GetNode("MySprite") is Sprite) { // Yup, it's a sprite! } For more advanced type checking, you can look into `Pattern Matching `_. Signals ------- For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial. Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate. .. code-block:: csharp [Signal] delegate void MySignal(); [Signal] delegate void MySignalWithArguments(string foo, int bar); These signals can then be connected either in the editor or from code with ``Connect``. .. code-block:: csharp public void MyCallback() { GD.Print("My callback!"); } public void MyCallbackWithArguments(string foo, int bar) { GD.Print("My callback with: ", foo, " and ", bar, "!"); } public void SomeFunction() { instance.Connect("MySignal", this, "MyCallback"); instance.Connect(nameof(MySignalWithArguments), this, "MyCallbackWithArguments"); } Emitting signals is done with the ``EmitSignal`` method. .. code-block:: csharp public void SomeFunction() { EmitSignal(nameof(MySignal)); EmitSignal("MySignalWithArguments", "hello there", 28); } Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself). Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``). .. code-block:: csharp public void SomeFunction() { AddUserSignal("MyOtherSignal"); EmitSignal("MyOtherSignal"); }