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godot-docs/getting_started/scripting/c_sharp/c_sharp_features.rst
2019-02-18 22:08:01 +01:00

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.. _doc_c_sharp_features:
Features
========
This page provides an overview of the commonly used features of both C# and Godot
and how they are used together.
Type conversion and casting
---------------------------
C# is a statically typed language. Therefore, you can't do the following:
.. code-block:: csharp
var mySprite = GetNode("MySprite");
mySprite.SetFrame(0);
The method ``GetNode()`` 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.
.. code-block:: csharp
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.
.. code-block:: csharp
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.
.. code-block:: csharp
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.
.. code-block:: csharp
Sprite mySprite = GetNodeOrNull<Sprite>("MySprite");
// Only call SetFrame() if mySprite is not null
mySprite?.SetFrame(0);
**Type checking using the IS operator**
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.
.. code-block:: csharp
if (GetNode("MySprite") is Sprite)
{
// Yup, it's a sprite!
}
For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_.
.. _c_sharp_signals:
C# signals
----------
For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial.
Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate.
.. code-block:: csharp
[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``.
.. code-block:: csharp
public void MyCallback()
{
GD.Print("My callback!");
}
public void MyCallbackWithArguments(string foo, int bar)
{
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.
.. code-block:: csharp
public void SomeFunction()
{
EmitSignal(nameof(MySignal));
EmitSignal("MySignalWithArguments", "hello there", 28);
}
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 an object array.
.. code-block:: csharp
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 object[] { 1 });
minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 });
}
Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`.
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.
.. code-block:: csharp
public class DataObject : Godot.Object
{
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``).
.. code-block:: csharp
public void SomeFunction()
{
AddUserSignal("MyOtherSignal");
EmitSignal("MyOtherSignal");
}