Updates to C# basics + explain CS1612

- Replace mentions to Mono with mentions to .NET 6
- Update prerequisites / setup instructions
- Update 'attach script' image
- Fix code guidelines
- Add a 'common errors' section with an explanation about CS1612
This commit is contained in:
Paul Joannon
2023-01-28 20:36:53 +01:00
parent a2c072e3e0
commit 16d09985cd
3 changed files with 94 additions and 57 deletions

View File

@@ -6,68 +6,57 @@ C# basics
Introduction
------------
.. warning:: C# support is a new feature available since Godot 3.0.
As such, you may still run into some issues, or find spots
where the documentation could be improved.
Please report issues with C# in Godot on the
`engine GitHub page <https://github.com/godotengine/godot/issues>`_,
and any documentation issues on the
`documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
.. warning::
.NET support has been heavily modified between Godot 3 and 4. As such, you
may still run into some issues, or find spots where the documentation could
be improved.
Please report issues with C# in Godot on the
`engine GitHub page <https://github.com/godotengine/godot/issues>`_,
and any documentation issues on the
`documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
This page provides a brief introduction to C#, both what it is and
how to use it in Godot. Afterwards, you may want to look at
:ref:`how to use specific features <doc_c_sharp_features>`, read about the
:ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`
:ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`,
and (re)visit the :ref:`Scripting section <doc_scripting>` of the
step-by-step tutorial.
C# is a high-level programming language developed by Microsoft. In Godot,
it is implemented with the Mono 6.x .NET framework, including full support
for C# 8.0. Mono is an open source implementation of Microsoft's .NET Framework
based on the ECMA standards for C# and the Common Language Runtime.
A good starting point for checking its capabilities is the
`Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_
page in the Mono documentation.
it is implemented with .NET 6.0.
.. note:: This is **not** a full-scale tutorial on the C# language as a whole.
If you aren't already familiar with its syntax or features,
see the
`Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
or look for a suitable introduction elsewhere.
.. note::
This is **not** a full-scale tutorial on the C# language as a whole.
If you aren't already familiar with its syntax or features, see the
`Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
or look for a suitable introduction elsewhere.
.. _doc_c_sharp_setup:
Setting up C# for Godot
-----------------------
Prerequisites
~~~~~~~~~~~~~
-------------
Install the latest stable version of the
`.NET SDK <https://dotnet.microsoft.com/download>`__, previously known as the
.NET Core SDK.
As of Godot 3.2.3, installing Mono SDK is not a requirement anymore,
except it is required if you are building the engine from source.
Godot bundles the parts of Mono needed to run already compiled games.
Godot bundles the parts of .NET needed to run already compiled games.
However, Godot does not bundle the tools required to build and compile
games, such as MSBuild and the C# compiler. These are
included in the .NET SDK, which needs to be installed separately.
included in the .NET SDK, and need to be installed separately.
In summary, you must have installed the .NET SDK
**and** the Mono-enabled version of Godot.
In summary, you must have installed the .NET SDK **and** the .NET-enabled
version of Godot.
Additional notes
~~~~~~~~~~~~~~~~
Download and install the latest stable version of the SDK from the
`.NET download page <https://dotnet.microsoft.com/download>`__.
Be sure to install the 64-bit version of the SDK(s)
if you are using the 64-bit version of Godot.
.. important::
If you are building Godot from source, install the latest stable version of
`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to
follow the steps to enable Mono support in your build as outlined in the
:ref:`doc_compiling_with_mono` page.
Be sure to install the 64-bit version of the SDK(s)
if you are using the 64-bit version of Godot.
If you are building Godot from source, make sure to follow the steps to enable
.NET support in your build as outlined in the :ref:`doc_compiling_with_mono` page.
Configuring an external editor
------------------------------
@@ -121,9 +110,10 @@ In Visual Studio Code:
- Install the `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug>`__ extension.
- Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
.. note:: If you are using Linux you need to install the
`Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
for the C# tools plugin to work.
.. note::
If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
for the C# tools plugin to work.
To configure a project for debugging open the Godot project folder in VS Code.
Go to the Run tab and click on **Add Configuration...**. Select **C# Godot**
@@ -174,13 +164,13 @@ Creating a C# script
After you successfully set up C# for Godot, you should see the following option
when selecting **Attach Script** in the context menu of a node in your scene:
.. image:: img/attachcsharpscript.png
.. image:: img/attachcsharpscript.webp
Note that while some specifics change, most concepts work the same
when using C# for scripting. If you're new to Godot, you may want to follow
the tutorials on :ref:`doc_scripting` at this point.
While some places in the documentation still lack C# examples, most concepts
can be transferred easily from GDScript.
While some documentation pages still lack C# examples, most notions
can be transferred from GDScript.
Project setup and workflow
--------------------------
@@ -207,8 +197,8 @@ Here's a blank C# script with some comments to demonstrate how it works.
public partial class YourCustomClass : Node
{
// Member variables here, example:
private int a = 2;
private string b = "textvar";
private int _a = 2;
private string _b = "textvar";
public override void _Ready()
{
@@ -225,15 +215,16 @@ Here's a blank C# script with some comments to demonstrate how it works.
}
As you can see, functions normally in global scope in GDScript like Godot's
``print`` function are available in the ``GD`` class which is part of
the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the
``print`` function are available in the ``GD`` static class which is part of
the ``Godot`` namespace. For a full list of methods in the ``GD`` class, see the
class reference pages for
:ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
.. note::
Keep in mind that the class you wish to attach to your node should have the same
name as the ``.cs`` file. Otherwise, you will get the following error
and won't be able to run the scene:
name as the ``.cs`` file. Otherwise, you will get the following error:
*"Cannot find class XXX for script res://XXX.cs"*
General differences between C# and GDScript
@@ -285,6 +276,48 @@ As of Godot 4.0, exporting .NET projects is supported for desktop platforms
(Linux, Windows and macOS). Other platforms will gain support in future 4.x
releases.
Common pitfalls
---------------
You might encounter the following error when trying to modify some values in Godot
objects, e.g. when trying to change the X coordinate of a ``Node2D``:
.. code-block:: csharp
:emphasize-lines: 5
public partial class MyNode2D : Node2D
{
public override _Ready()
{
Position.X = 100.0f;
// CS1612: Cannot modify the return value of 'Node2D.Position' because
// it is not a variable.
}
}
This is perfectly normal. Structs (in this example, a ``Vector2``) in C# are
copied on assignment, meaning that when you retrieve such an object from a
property or an indexer, you get a copy of it, not the object itself. Modifying
said copy without reassigning it afterwards won't achieve anything.
The workaround is simple: retrieve the entire struct, modify the value you want
to modify, and reassign the property.
.. code-block:: csharp
var newPosition = Position;
newPosition.X = 100.0f;
Position = newPosition;
Since C# 10, it is also possible to use `with expressions <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/with-expression>`_
on structs, allowing you to do the same thing in a single line.
.. code-block:: csharp
Position = Position with { X = 100.0f };
You can read more about this error on the `C# language reference <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-messages/cs1612>`_.
Performance of C# in Godot
--------------------------
@@ -311,7 +344,8 @@ a single code location:
for (var i = 0; i < 10; i++)
{
// Position is read and set 10 times which incurs native interop.
// Furthermore the object is repositioned 10 times in 3D space which takes additional time.
// Furthermore the object is repositioned 10 times in 3D space which
// takes additional time.
Position += new Vector3(i, i);
}
}
@@ -358,5 +392,8 @@ packages the next time it builds the project.
Profiling your C# code
----------------------
- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
- External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_
is available for Linux and macOS. Due to a Mono change, it does not work on
Windows currently.
- External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_
can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.

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