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