Document filename requirements in C# global classes

- Flesh out the introduction.
This commit is contained in:
Hugo Locurcio
2024-10-12 17:11:05 +02:00
parent ee8b70e14c
commit 30eebc4bb7

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@@ -3,8 +3,11 @@
C# global classes
=================
Global classes (also known as named scripts) are types registered in Godot's editor so they can be used
more conveniently.
Global classes (also known as named scripts) are types registered in Godot's
editor so they can be used more conveniently.
:ref:`In GDScript <doc_gdscript_basics_class_name>`, this is achieved
using the ``class_name`` keyword at the top of a script. This page describes how
to achieve the same effect in C#.
- Global classes show up in the *Add Node* and *Create Resource* dialogs.
- If an :ref:`exported property <doc_c_sharp_exports>` is a global class, the
@@ -22,6 +25,12 @@ Global classes are registered with the ``[GlobalClass]`` attribute.
{
}
.. warning::
The file name must match the class name in **case-sensitive** fashion.
For example, a global class named "MyNode" must have a file name of
``MyNode.cs``, not ``myNode.cs``.
The ``MyNode`` type will be registered as a global class with the same name as the type's name.
.. image:: img/globalclasses_addnode.webp
@@ -84,8 +93,7 @@ will let you create and load instances of this type easily.
.. warning::
The Godot editor will hide these custom classes with names that begin with the prefix
"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
are available for instantiation at runtime via their class names, but are
automatically hidden by the editor windows along with the built-in editor nodes used
"Editor" in the "Create New Node" or "Create New Scene" dialog windows. The classes
are available for instantiation at runtime via their class names, but are
automatically hidden by the editor windows along with the built-in editor nodes used
by the Godot editor.