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- .. _doc_cross_language_scripting:
- Cross-language scripting
- ========================
- Godot allows you to mix and match scripting languages to suit your needs.
- This means a single project can define nodes in both C# and GDScript.
- This page will go through the possible interactions between two nodes written
- in different languages.
- The following two scripts will be used as references throughout this page.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node
- var str1 : String = "foo"
- var str2 : String setget ,get_str2
- func get_str2() -> String:
- return "foofoo"
- func print_node_name(node : Node) -> void:
- print(node.get_name())
- func print_array(arr : Array) -> void:
- for element in arr:
- print(element)
- func print_x_times(msg : String, n : int) -> void:
- for i in range(n):
- print(msg)
- .. code-tab:: csharp
- public class MyCSharpNode : Node
- {
- public String str1 = "bar";
- public String str2 { get { return "barbar"; } }
- public void PrintNodeName(Node node)
- {
- GD.Print(node.GetName());
- }
- public void PrintArray(String[] arr)
- {
- foreach (String element in arr)
- {
- GD.Print(element);
- }
- }
- public void PrintNTimes(String msg, int n)
- {
- for (int i = 0; i < n; ++i)
- {
- GD.Print(msg);
- }
- }
- }
- Instantiating nodes
- -------------------
- If you're not using nodes from the scene tree, you'll probably want to
- instantiate nodes directly from the code.
- Instantiating C# nodes from GDScript
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Using C# from GDScript doesn't need much work. Once loaded
- (see :ref:`doc_gdscript_classes_as_resources`), the script can be instantiated
- with :ref:`new() <class_CSharpScript_method_new>`.
- ::
- var my_csharp_script = load("res://path_to_cs_file.cs")
- var my_csharp_node = my_csharp_script.new()
- print(my_csharp_node.str2) # barbar
- .. warning::
- When creating ``.cs`` scripts, you should always keep in mind that the class
- Godot will use is the one named like the ``.cs`` file itself. If that class
- does not exist in the file, you'll see the following error:
- ``Invalid call. Nonexistent function `new` in base``.
- For example, MyCoolNode.cs should contain a class named MyCoolNode.
- You also need to check your ``.cs`` file is referenced in the project's
- ``.csproj`` file. Otherwise, the same error will occur.
- Instantiating GDScript nodes from C#
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- From the C# side, everything work the same way. Once loaded, the GDScript can
- be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`.
- .. code-block:: csharp
- GDScript MyGDScript = (GDScript) GD.Load("res://path_to_gd_file.gd");
- Object myGDScriptNode = (Godot.Object) MyGDScript.New(); // This is a Godot.Object
- Here we are using an :ref:`class_Object`, but you can use type conversion like
- explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`.
- Accessing fields
- ----------------
- Accessing C# fields from GDScript
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Accessing C# fields from GDScript is straightforward, you shouldn't have
- anything to worry about.
- ::
- print(my_csharp_node.str1) # bar
- my_csharp_node.str1 = "BAR"
- print(my_csharp_node.str1) # BAR
- print(my_csharp_node.str2) # barbar
- # my_csharp_node.str2 = "BARBAR" # This line will hang and crash
- Note that it doesn't matter if the field is defined as a property or an
- attribute. However, trying to set a value on a property that does not define
- a setter will result in a crash.
- Accessing GDScript fields from C#
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- As C# is statically typed, accessing GDScript from C# is a bit more
- convoluted, you will have to use :ref:`Object.Get() <class_Object_method_get>`
- and :ref:`Object.Set() <class_Object_method_set>`. The first argument is the name of the field you want to access.
- .. code-block:: csharp
- GD.Print(myGDScriptNode.Get("str1")); // foo
- myGDScriptNode.Set("str1", "FOO");
- GD.Print(myGDScriptNode.Get("str1")); // FOO
- GD.Print(myGDScriptNode.Get("str2")); // foofoo
- // myGDScriptNode.Set("str2", "FOOFOO"); // This line won't do anything
- Keep in mind that when setting a field value you should only use types the
- GDScript side knows about.
- Essentially, you want to work with built-in types as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`.
- Calling methods
- ---------------
- Calling C# methods from GDScript
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Again, calling C# methods from GDScript should be straightforward. The
- marshalling process will do its best to cast the arguments to match
- function signatures.
- If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```.
- ::
- my_csharp_node.PrintNodeName(self) # myGDScriptNode
- # my_csharp_node.PrintNodeName() # This line will fail.
- my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there!
- my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c
- my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3
- Calling GDScript methods from C#
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- To call GDScript methods from C# you'll need to use
- :ref:`Object.Call() <class_Object_method_call>`. The first argument is the
- name of the method you want to call. The following arguments will be passed
- to said method.
- .. code-block:: csharp
- myGDScriptNode.Call("print_node_name", this); // my_csharp_node
- // myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out.
- myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there!
- // When dealing with functions taking a single array as arguments, we need to be careful.
- // If we don't cast it into an object, the engine will treat each element of the array as a separate argument and the call will fail.
- String[] arr = new String[] { "a", "b", "c" };
- // myGDScriptNode.Call("print_array", arr); // This line will fail silently and won't error out.
- myGDScriptNode.Call("print_array", (object)arr); // a, b, c
- myGDScriptNode.Call("print_array", (object)new int[] { 1, 2, 3 }); // 1, 2, 3
- // Note how the type of each array entry does not matter as long as it can be handled by the marshaller
- .. warning::
- As you can see, if the first argument of the called method is an array,
- you'll need to cast it as ``object``.
- Otherwise, each element of your array will be treated as a single argument
- and the function signature won't match.
- Inheritance
- -----------
- A GDScript file may not inherit from a C# script. Likewise, a C# script may not
- inherit from a GDScript file. Due to how complex this would be to implement,
- this limitation is unlikely to be lifted in the future. See
- `this GitHub issue <https://github.com/godotengine/godot/issues/38352>`__
- for more information.
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