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Update some C# examples for 4.0 (#6693)
* Update some C# examples - Rename members that have been renamed in Godot's C# API for 4.0. - Change `delta` parameter type to `double`. - Ensure parameters match base declaration. - Other minor code fixes. --------- Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
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@@ -327,7 +327,7 @@ the performance of C# in Godot — while generally in the same order of magnitud
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a little faster; the specifics are going to vary according to your use case.
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GDScript is likely fast enough for most general scripting workloads.
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Most properties of Godot C# objects that are based on ``Godot.Object``
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Most properties of Godot C# objects that are based on ``GodotObject``
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(e.g. any ``Node`` like ``Control`` or ``Node3D`` like ``Camera3D``) require native (interop) calls as they talk to
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Godot's C++ core.
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Consider assigning values of such properties into a local variable if you need to modify or read them multiple times at
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@@ -74,8 +74,8 @@ Exceptions:
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=========================== =======================================================
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GDScript C#
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=========================== =======================================================
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``weakref(obj)`` ``Object.WeakRef(obj)``
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``is_instance_valid(obj)`` ``Object.IsInstanceValid(obj)``
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``weakref(obj)`` ``GodotObject.WeakRef(obj)``
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``is_instance_valid(obj)`` ``GodotObject.IsInstanceValid(obj)``
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=========================== =======================================================
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Tips
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@@ -177,9 +177,9 @@ Example:
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Input.IsActionPressed("ui_down")
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However, in some very rare cases this is not enough. For example, you may want
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to access a member from the base class ``Godot.Object``, like ``Connect``.
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to access a member from the base class ``GodotObject``, like ``Connect``.
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For such use cases we provide a static property named ``Singleton`` that returns
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the singleton instance. The type of this instance is ``Godot.Object``.
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the singleton instance. The type of this instance is ``GodotObject``.
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Example:
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@@ -586,7 +586,7 @@ An expression ``t`` is awaitable if one of the following holds:
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.. _ValueTask<TResult>: https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.valuetask-1
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An equivalent of awaiting a signal in GDScript can be achieved with the ``await`` keyword and
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``Godot.Object.ToSignal``.
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``GodotObject.ToSignal``.
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Example:
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@@ -332,14 +332,14 @@ Export annotations are also provided for the physics and render layers defined i
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.. code-block:: csharp
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[Export(PropertyHint.Layers2dPhysics)]
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private int Layers2dPhysics;
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[Export(PropertyHint.Layers2dRender)]
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private int Layers2dRender;
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[Export(PropertyHint.Layers3dPhysics)]
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private int layers3dPhysics;
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[Export(PropertyHint.Layers3dRender)]
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private int layers3dRender;
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[Export(PropertyHint.Layers2DPhysics)]
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private int Layers2DPhysics;
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[Export(PropertyHint.Layers2DRender)]
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private int Layers2DRender;
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[Export(PropertyHint.Layers3DPhysics)]
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private int layers3DPhysics;
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[Export(PropertyHint.Layers3DRender)]
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private int layers3DRender;
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Using bit flags requires some understanding of bitwise operations.
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If in doubt, use boolean variables instead.
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@@ -92,15 +92,17 @@ Signals support arguments of:
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* All the `built-in value types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_,
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except ``decimal``, ``nint`` and ``nuint``
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* ``string``
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* Classes derived from :ref:`Godot.Object <class_Object>`
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* Classes derived from :ref:`GodotObject <class_Object>`
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* Collections types defined in the ``Godot.Collections`` namespace
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Consequently, any ``Node`` or ``Reference`` will be compatible automatically, but custom data objects will need
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to inherit from ``Godot.Object`` or one of its subclasses.
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to inherit from ``GodotObject`` or one of its subclasses.
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.. code-block:: csharp
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public partial class DataObject : Godot.Object
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using Godot;
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public partial class DataObject : GodotObject
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{
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public string MyFirstString { get; set; }
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public string MySecondString { get; set; }
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