C# features
C# is a statically typed language. Therefore, you can’t do the following:
The method 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 cast to Sprite. You would use it instead of the as
operator if you are pretty sure it won’t fail.
Sprite mySprite = (Sprite)GetNode("MySprite");
mySprite.SetFrame(0);
Using the AS operator
The as
operator returns null
if the node cannot be cast to Sprite, and for that reason, it cannot be used with value types.
Sprite mySprite = GetNode("MySprite") as Sprite;
// Only call SetFrame() if mySprite is not null
mySprite?.SetFrame(0);
Using the generic methods
Generic methods are also provided to make this type conversion transparent.
GetNode<T>()
casts the node before returning it. It will throw an InvalidCastException
if the node cannot be cast to the desired type.
Sprite mySprite = GetNode<Sprite>("MySprite");
mySprite.SetFrame(0);
GetNodeOrNull<T>()
uses the as
operator and will return null
if the node cannot be cast to the desired type.
To check if the node can be cast to Sprite, you can use the is
operator. The is
operator returns false if the node cannot be cast to Sprite, otherwise it returns true.
if (GetNode("MySprite") is Sprite)
{
// Yup, it's a sprite!
}
For more advanced type checking, you can look into .
For a complete C# example, see the Handling a signal section in the step by step tutorial.
Declaring a signal in C# is done with the [Signal]
attribute on a delegate.
[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
. If you want to connect a signal in the editor, you need to (re)build the project assemblies to see the new signal. This build can be manually triggered by clicking the “Build” button at the top right corner of the editor window.
public void MyCallback()
{
GD.Print("My callback!");
}
{
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.
Notice that you can always reference a signal name with the nameof
keyword (applied on the delegate itself).
It is possible to bind values when establishing a connection by passing a Godot array.
public int Value { get; private set; } = 0;
private void ModifyValue(int modifier)
{
Value += modifier;
}
public void SomeFunction()
{
var plusButton = (Button)GetNode("PlusButton");
var minusButton = (Button)GetNode("MinusButton");
plusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { 1 });
minusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { -1 });
}
Signals support parameters and bound values of all the built-in types and Classes derived from . Consequently, any Node
or Reference
will be compatible automatically, but custom data objects will need to extend from Godot.Object or one of its subclasses.
{
public string Field1 { get; set; }
public string Field2 { get; set; }
}
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
).
{
AddUserSignal("MyOtherSignal");
EmitSignal("MyOtherSignal");
}
Godot has a set of defines that allow you to change your C# code depending on the environment you are compiling to.
If you created your project before Godot 3.2, you have to modify or regenerate your csproj file to use this feature (compare <DefineConstants>
with a new 3.2+ project).
For example, you can change code based on the platform:
Or you can detect which engine your code is in, useful for making cross-engine libraries:
public void MyPlatformPrinter()
{
#if GODOT
GD.Print("This is Godot.");
#elif UNITY_5_3_OR_NEWER
print("This is Unity.");
#else
throw new InvalidWorkflowException("Only Godot and Unity are supported.");
#endif
}
Full list of defines
GODOT
is always defined for Godot projects.One of
GODOT_64
orGODOT_32
is defined depending on if the architecture is 64-bit or 32-bit.One of
GODOT_X11
,GODOT_WINDOWS
,GODOT_OSX
,GODOT_ANDROID
,GODOT_IOS
,GODOT_HTML5
, orGODOT_SERVER
depending on the OS. These names may change in the future. These are created from theget_name()
method of the singleton, but not every possible OS the method returns is an OS that Godot with Mono runs on.
When exporting, the following may also be defined depending on the export features:
One of
GODOT_PC
,GODOT_MOBILE
, orGODOT_WEB
depending on the platform type.One of
GODOT_ARM64_V8A
orGODOT_ARMEABI_V7A
on Android only depending on the architecture.One of
GODOT_ARM64
orGODOT_ARMV7
on iOS only depending on the architecture.
To see an example project, see the OS testing demo: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test