c_sharp_exports.rst 16 KB

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  1. .. _doc_c_sharp_exports:
  2. C# exported properties
  3. ======================
  4. In Godot, class members can be exported. This means their value gets saved along
  5. with the resource (such as the :ref:`scene <class_PackedScene>`) they're
  6. attached to. They will also be available for editing in the property editor.
  7. Exporting is done by using the ``[Export]`` attribute.
  8. .. code-block:: csharp
  9. using Godot;
  10. public partial class ExportExample : Node3D
  11. {
  12. [Export]
  13. private int Number = 5;
  14. }
  15. In that example the value ``5`` will be saved, and after building the current project
  16. it will be visible in the property editor.
  17. One of the fundamental benefits of exporting member variables is to have
  18. them visible and editable in the editor. This way, artists and game designers
  19. can modify values that later influence how the program runs. For this, a
  20. special export syntax is provided.
  21. Exporting can only be done with :ref:`c_sharp_variant_compatible_types`.
  22. .. note::
  23. Exporting properties can also be done in GDScript, for information on that
  24. see :ref:`doc_gdscript_exports`.
  25. Basic use
  26. ---------
  27. Exporting can work with fields and properties.
  28. .. code-block:: csharp
  29. [Export]
  30. private int _number;
  31. [Export]
  32. public int Number { get; set; }
  33. Exported members can specify a default value; otherwise, the `default value of the type <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/default-values>`_ is used instead.
  34. .. code-block:: csharp
  35. [Export]
  36. private int _number; // Defaults to '0'
  37. [Export]
  38. private string _text; // Defaults to 'null' because it's a reference type
  39. [Export]
  40. private string _greeting = "Hello World"; // Exported field specifies a default value
  41. [Export]
  42. public string Greeting { get; set; } = "Hello World"; // Exported property specifies a default value
  43. // This property uses `_greeting` as its backing field, so the default value
  44. // will be the default value of the `_greeting` field.
  45. [Export]
  46. public string GreetingWithBackingField
  47. {
  48. get => _greeting;
  49. set => _greeting = value;
  50. }
  51. Any type of ``Resource`` or ``Node`` can be exported. The property editor shows
  52. a user-friendly assignment dialog for these types. This can be used instead of
  53. ``GD.Load`` and ``GetNode``. See :ref:`Nodes and Resources <doc_c_sharp_exports_nodes>`.
  54. .. code-block:: csharp
  55. [Export]
  56. public PackedScene PackedScene { get; set; }
  57. [Export]
  58. public RigidBody2D RigidBody2D { get; set; }
  59. Grouping exports
  60. ----------------
  61. It is possible to group your exported properties inside the Inspector with the ``[ExportGroup]``
  62. attribute. Every exported property after this attribute will be added to the group. Start a new
  63. group or use ``[ExportGroup("")]`` to break out.
  64. .. code-block:: csharp
  65. [ExportGroup("My Properties")]
  66. [Export]
  67. public int Number { get; set; } = 3;
  68. The second argument of the attribute can be used to only group properties with the specified prefix.
  69. Groups cannot be nested, use ``[ExportSubgroup]`` to create subgroups within a group.
  70. .. code-block:: csharp
  71. [ExportSubgroup("Extra Properties")]
  72. [Export]
  73. public string Text { get; set; } = "";
  74. [Export]
  75. public bool Flag { get; set; } = false;
  76. You can also change the name of your main category, or create additional categories in the property
  77. list with the ``[ExportCategory]`` attribute.
  78. .. code-block:: csharp
  79. [ExportCategory("Main Category")]
  80. [Export]
  81. public int Number { get; set; } = 3;
  82. [Export]
  83. public string Text { get; set; } = "";
  84. [ExportCategory("Extra Category")]
  85. [Export]
  86. private bool Flag { get; set; } = false;
  87. .. note::
  88. The list of properties is organized based on the class inheritance, and new categories break
  89. that expectation. Use them carefully, especially when creating projects for public use.
  90. Strings as paths
  91. ----------------
  92. Property hints can be used to export strings as paths
  93. String as a path to a file.
  94. .. code-block:: csharp
  95. [Export(PropertyHint.File)]
  96. public string GameFile { get; set; }
  97. String as a path to a directory.
  98. .. code-block:: csharp
  99. [Export(PropertyHint.Dir)]
  100. public string GameDirectory { get; set; }
  101. String as a path to a file, custom filter provided as hint.
  102. .. code-block:: csharp
  103. [Export(PropertyHint.File, "*.txt,")]
  104. public string GameFile { get; set; }
  105. Using paths in the global filesystem is also possible,
  106. but only in scripts in tool mode.
  107. String as a path to a PNG file in the global filesystem.
  108. .. code-block:: csharp
  109. [Export(PropertyHint.GlobalFile, "*.png")]
  110. public string ToolImage { get; set; }
  111. String as a path to a directory in the global filesystem.
  112. .. code-block:: csharp
  113. [Export(PropertyHint.GlobalDir)]
  114. public string ToolDir { get; set; }
  115. The multiline annotation tells the editor to show a large input
  116. field for editing over multiple lines.
  117. .. code-block:: csharp
  118. [Export(PropertyHint.MultilineText)]
  119. public string Text { get; set; }
  120. Limiting editor input ranges
  121. ----------------------------
  122. Using the range property hint allows you to limit what can be
  123. input as a value using the editor.
  124. Allow integer values from 0 to 20.
  125. .. code-block:: csharp
  126. [Export(PropertyHint.Range, "0,20,")]
  127. public int Number { get; set; }
  128. Allow integer values from -10 to 20.
  129. .. code-block:: csharp
  130. [Export(PropertyHint.Range, "-10,20,")]
  131. public int Number { get; set; }
  132. Allow floats from -10 to 20 and snap the value to multiples of 0.2.
  133. .. code-block:: csharp
  134. [Export(PropertyHint.Range, "-10,20,0.2")]
  135. public float Number { get; set; }
  136. If you add the hints "or_greater" and/or "or_less" you can go above
  137. or below the limits when adjusting the value by typing it instead of using
  138. the slider.
  139. .. code-block:: csharp
  140. [Export(PropertyHint.Range, "0,100,1,or_greater,or_less")]
  141. public int Number { get; set; }
  142. Floats with easing hint
  143. -----------------------
  144. Display a visual representation of the 'ease()' function
  145. when editing.
  146. .. code-block:: csharp
  147. [Export(PropertyHint.ExpEasing)]
  148. public float TransitionSpeed { get; set; }
  149. Colors
  150. ------
  151. Regular color given as red-green-blue-alpha value.
  152. .. code-block:: csharp
  153. [Export]
  154. private Color Color { get; set; }
  155. Color given as red-green-blue value (alpha will always be 1).
  156. .. code-block:: csharp
  157. [Export(PropertyHint.ColorNoAlpha)]
  158. private Color Color { get; set; }
  159. .. _doc_c_sharp_exports_nodes:
  160. Nodes
  161. -----
  162. Since Godot 4.0, nodes can be directly exported without having to use NodePaths.
  163. .. code-block:: csharp
  164. [Export]
  165. public Node Node { get; set; }
  166. Custom node classes can also be used, see :ref:`doc_c_sharp_global_classes`.
  167. Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
  168. .. code-block:: csharp
  169. [Export]
  170. private NodePath _nodePath;
  171. public override void _Ready()
  172. {
  173. var node = GetNode(_nodePath);
  174. }
  175. Resources
  176. ---------
  177. .. code-block:: csharp
  178. [Export]
  179. private Resource Resource;
  180. In the Inspector, you can then drag and drop a resource file
  181. from the FileSystem dock into the variable slot.
  182. Opening the inspector dropdown may result in an
  183. extremely long list of possible classes to create, however.
  184. Therefore, if you specify a type derived from Resource such as:
  185. .. code-block:: csharp
  186. [Export]
  187. private AnimationNode Resource;
  188. The drop-down menu will be limited to AnimationNode and all
  189. its inherited classes. Custom resource classes can also be used,
  190. see :ref:`doc_c_sharp_global_classes`.
  191. It must be noted that even if the script is not being run while in the
  192. editor, the exported properties are still editable. This can be used
  193. in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
  194. Exporting bit flags
  195. -------------------
  196. Members whose type is an enum with the ``[Flags]`` attribute can be exported and
  197. their values are limited to the members of the enum type.
  198. The editor will create a widget in the Inspector, allowing to select none, one,
  199. or multiple of the enum members. The value will be stored as an integer.
  200. .. code-block:: csharp
  201. // Use power of 2 values for the values of the enum members.
  202. [Flags]
  203. public enum MyEnum
  204. {
  205. Fire = 1 << 1,
  206. Water = 1 << 2,
  207. Earth = 1 << 3,
  208. Wind = 1 << 4,
  209. // A combination of flags is also possible.
  210. FireAndWater = Fire | Water,
  211. }
  212. [Export]
  213. public SpellElements MySpellElements { get; set; }
  214. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  215. values in one property. By using the ``Flags`` property hint, they
  216. can be set from the editor.
  217. .. code-block:: csharp
  218. // Set any of the given flags from the editor.
  219. [Export(PropertyHint.Flags, "Fire,Water,Earth,Wind")]
  220. public int SpellElements { get; set; } = 0;
  221. You must provide a string description for each flag. In this example, ``Fire``
  222. has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
  223. corresponds to value 8. Usually, constants should be defined accordingly (e.g.
  224. ``private const int ElementWind = 8`` and so on).
  225. You can add explicit values using a colon:
  226. .. code-block:: csharp
  227. [Export(PropertyHint.Flags, "Self:4,Allies:8,Foes:16")]
  228. public int SpellTargets { get; set; } = 0;
  229. Only power of 2 values are valid as bit flags options. The lowest allowed value
  230. is 1, as 0 means that nothing is selected. You can also add options that are a
  231. combination of other flags:
  232. .. code-block:: csharp
  233. [Export(PropertyHint.Flags, "Self:4,Allies:8,Self and Allies:12,Foes:16")]
  234. public int SpellTargets { get; set; } = 0;
  235. Export annotations are also provided for the physics and render layers defined in the project settings.
  236. .. code-block:: csharp
  237. [Export(PropertyHint.Layers2DPhysics)]
  238. public uint Layers2DPhysics { get; set; }
  239. [Export(PropertyHint.Layers2DRender)]
  240. public uint Layers2DRender { get; set; }
  241. [Export(PropertyHint.Layers3DPhysics)]
  242. public uint Layers3DPhysics { get; set; }
  243. [Export(PropertyHint.Layers3DRender)]
  244. public uint Layers3DRender { get; set; }
  245. Using bit flags requires some understanding of bitwise operations.
  246. If in doubt, use boolean variables instead.
  247. Exporting enums
  248. ---------------
  249. Members whose type is an enum can be exported and their values are limited to the members
  250. of the enum type. The editor will create a widget in the Inspector, enumerating the
  251. following as "Thing 1", "Thing 2", "Another Thing". The value will be stored as an integer.
  252. .. code-block:: csharp
  253. public enum MyEnum
  254. {
  255. Thing1,
  256. Thing2,
  257. AnotherThing = -1,
  258. }
  259. [Export]
  260. public MyEnum MyEnum { get; set; }
  261. Integer and string members can also be limited to a specific list of values using the
  262. ``[Export]`` annotation with the ``PropertyHint.Enum`` hint.
  263. The editor will create a widget in the Inspector, enumerating the following as Warrior,
  264. Magician, Thief. The value will be stored as an integer, corresponding to the index
  265. of the selected option (i.e. ``0``, ``1``, or ``2``).
  266. .. code-block:: csharp
  267. [Export(PropertyHint.Enum, "Warrior,Magician,Thief")]
  268. public int CharacterClass { get; set; };
  269. You can add explicit values using a colon:
  270. .. code-block:: csharp
  271. [Export(PropertyHint.Enum, "Slow:30,Average:60,Very Fast:200")]
  272. public int CharacterSpeed { get; set; }
  273. If the type is ``string``, the value will be stored as a string.
  274. .. code-block:: csharp
  275. [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
  276. public string CharacterName { get; set; }
  277. If you want to set an initial value, you must specify it explicitly:
  278. .. code-block:: csharp
  279. [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
  280. public string CharacterName { get; set; } = "Rebecca";
  281. Exporting collections
  282. ---------------------
  283. As explained in the :ref:`C# Variant <doc_c_sharp_variant>` documentation, only
  284. certain C# arrays and the collection types defined in the ``Godot.Collections``
  285. namespace are Variant-compatible, therefore, only those types can be exported.
  286. Exporting Godot arrays
  287. ^^^^^^^^^^^^^^^^^^^^^^
  288. .. code-block:: csharp
  289. [Export]
  290. public Godot.Collections.Array Array { get; set; }
  291. Using the generic ``Godot.Collections.Array<T>`` allows to specify the type of the
  292. array elements which will be used as a hint for the editor. The Inspector will
  293. restrict the elements to the specified type.
  294. .. code-block:: csharp
  295. [Export]
  296. public Godot.Collections.Array<string> Array { get; set; }
  297. The default value of Godot arrays is null, a different default can be specified:
  298. .. code-block:: csharp
  299. [Export]
  300. public Godot.Collections.Array<string> CharacterNames { get; set; } = new Godot.Collections.Array<string>
  301. {
  302. "Rebecca",
  303. "Mary",
  304. "Leah",
  305. };
  306. Arrays with specified types which inherit from resource can be set by
  307. drag-and-dropping multiple files from the FileSystem dock.
  308. .. code-block:: csharp
  309. [Export]
  310. public Godot.Collections.Array<Texture> Textures { get; set; }
  311. [Export]
  312. public Godot.Collections.Array<PackedScene> Scenes { get; set; }
  313. Exporting Godot dictionaries
  314. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  315. .. code-block:: csharp
  316. [Export]
  317. public Godot.Collections.Dictionary Dictionary { get; set; }
  318. Using the generic ``Godot.Collections.Dictionary<TKey, TValue>`` allows to specify
  319. the type of the key and value elements of the dictionary.
  320. .. note::
  321. Typed dictionaries are currently unsupported in the Godot editor, so
  322. the Inspector will not restrict the types that can be assigned, potentially
  323. resulting in runtime exceptions.
  324. .. code-block:: csharp
  325. [Export]
  326. public Godot.Collections.Dictionary<string, int> Dictionary { get; set; }
  327. The default value of Godot dictionaries is null, a different default can be specified:
  328. .. code-block:: csharp
  329. [Export]
  330. public Godot.Collections.Dictionary<string, int> CharacterLives { get; set; } = new Godot.Collections.Dictionary<string, int>
  331. {
  332. ["Rebecca"] = 10,
  333. ["Mary"] = 42,
  334. ["Leah"] = 0,
  335. };
  336. Exporting C# arrays
  337. ^^^^^^^^^^^^^^^^^^^
  338. C# arrays can exported as long as the element type is a :ref:`Variant-compatible type <c_sharp_variant_compatible_types>`.
  339. .. code-block:: csharp
  340. [Export]
  341. public Vector3[] Vectors { get; set; }
  342. [Export]
  343. public NodePath[] NodePaths { get; set; }
  344. The default value of C# arrays is null, a different default can be specified:
  345. .. code-block:: csharp
  346. [Export]
  347. public Vector3[] Vectors { get; set; } = new Vector3[]
  348. {
  349. new Vector3(1, 2, 3),
  350. new Vector3(3, 2, 1),
  351. }
  352. Setting exported variables from a tool script
  353. ---------------------------------------------
  354. When changing an exported variable's value from a script in
  355. :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
  356. automatically. To update it, call
  357. :ref:`NotifyPropertyListChanged() <class_Object_method_notify_property_list_changed>`
  358. after setting the exported variable's value.
  359. Advanced exports
  360. ----------------
  361. Not every type of export can be provided on the level of the language itself to
  362. avoid unnecessary design complexity. The following describes some more or less
  363. common exporting features which can be implemented with a low-level API.
  364. Before reading further, you should get familiar with the way properties are
  365. handled and how they can be customized with
  366. :ref:`_Set() <class_Object_private_method__set>`,
  367. :ref:`_Get() <class_Object_private_method__get>`, and
  368. :ref:`_GetPropertyList() <class_Object_private_method__get_property_list>` methods as
  369. described in :ref:`doc_accessing_data_or_logic_from_object`.
  370. .. seealso:: For binding properties using the above methods in C++, see
  371. :ref:`doc_binding_properties_using_set_get_property_list`.
  372. .. warning:: The script must operate in the ``tool`` mode so the above methods
  373. can work from within the editor.