mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-01 21:48:57 +03:00
* 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>
198 lines
6.3 KiB
ReStructuredText
198 lines
6.3 KiB
ReStructuredText
.. _doc_cross_language_scripting:
|
|
|
|
Cross-language scripting
|
|
========================
|
|
|
|
Godot allows you to mix and match scripting languages to suit your needs.
|
|
This means a single project can define nodes in both C# and GDScript.
|
|
This page will go through the possible interactions between two nodes written
|
|
in different languages.
|
|
|
|
The following two scripts will be used as references throughout this page.
|
|
|
|
.. tabs::
|
|
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
extends Node
|
|
|
|
var my_field : String = "foo"
|
|
|
|
func print_node_name(node : Node) -> void:
|
|
print(node.get_name())
|
|
|
|
func print_array(arr : Array) -> void:
|
|
for element in arr:
|
|
print(element)
|
|
|
|
func print_n_times(msg : String, n : int) -> void:
|
|
for i in range(n):
|
|
print(msg)
|
|
|
|
.. code-tab:: csharp
|
|
|
|
using Godot;
|
|
|
|
public partial class MyCSharpNode : Node
|
|
{
|
|
public string myField = "bar";
|
|
|
|
public void PrintNodeName(Node node)
|
|
{
|
|
GD.Print(node.Name);
|
|
}
|
|
|
|
public void PrintArray(string[] arr)
|
|
{
|
|
foreach (string element in arr)
|
|
{
|
|
GD.Print(element);
|
|
}
|
|
}
|
|
|
|
public void PrintNTimes(string msg, int n)
|
|
{
|
|
for (int i = 0; i < n; ++i)
|
|
{
|
|
GD.Print(msg);
|
|
}
|
|
}
|
|
}
|
|
|
|
Instantiating nodes
|
|
-------------------
|
|
|
|
If you're not using nodes from the scene tree, you'll probably want to
|
|
instantiate nodes directly from the code.
|
|
|
|
Instantiating C# nodes from GDScript
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Using C# from GDScript doesn't need much work. Once loaded
|
|
(see :ref:`doc_gdscript_classes_as_resources`), the script can be instantiated
|
|
with :ref:`new() <class_CSharpScript_method_new>`.
|
|
|
|
.. code-block:: gdscript
|
|
|
|
var my_csharp_script = load("res://path_to_cs_file.cs")
|
|
var my_csharp_node = my_csharp_script.new()
|
|
print(my_csharp_node.str2) # barbar
|
|
|
|
.. warning::
|
|
|
|
When creating ``.cs`` scripts, you should always keep in mind that the class
|
|
Godot will use is the one named like the ``.cs`` file itself. If that class
|
|
does not exist in the file, you'll see the following error:
|
|
``Invalid call. Nonexistent function `new` in base``.
|
|
|
|
For example, MyCoolNode.cs should contain a class named MyCoolNode.
|
|
|
|
The C# class needs to derive a Godot class, for example ``GodotObject``.
|
|
Otherwise, the same error will occur.
|
|
|
|
You also need to check your ``.cs`` file is referenced in the project's
|
|
``.csproj`` file. Otherwise, the same error will occur.
|
|
|
|
Instantiating GDScript nodes from C#
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
From the C# side, everything work the same way. Once loaded, the GDScript can
|
|
be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`.
|
|
|
|
.. code-block:: csharp
|
|
|
|
GDScript MyGDScript = (GDScript)GD.Load("res://path_to_gd_file.gd");
|
|
GodotObject myGDScriptNode = (GodotObject)MyGDScript.New(); // This is a GodotObject
|
|
|
|
Here we are using an :ref:`class_Object`, but you can use type conversion like
|
|
explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`.
|
|
|
|
Accessing fields
|
|
----------------
|
|
|
|
Accessing C# fields from GDScript
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Accessing C# fields from GDScript is straightforward, you shouldn't have
|
|
anything to worry about.
|
|
|
|
.. code-block:: gdscript
|
|
|
|
print(my_csharp_node.myField) # bar
|
|
my_csharp_node.myField = "BAR"
|
|
print(my_csharp_node.myField) # BAR
|
|
|
|
Accessing GDScript fields from C#
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
As C# is statically typed, accessing GDScript from C# is a bit more
|
|
convoluted, you will have to use :ref:`GodotObject.Get() <class_Object_method_get>`
|
|
and :ref:`GodotObject.Set() <class_Object_method_set>`. The first argument is the name of the field you want to access.
|
|
|
|
.. code-block:: csharp
|
|
|
|
GD.Print(myGDScriptNode.Get("my_field")); // foo
|
|
myGDScriptNode.Set("my_field", "FOO");
|
|
GD.Print(myGDScriptNode.Get("my_field")); // FOO
|
|
|
|
Keep in mind that when setting a field value you should only use types the
|
|
GDScript side knows about.
|
|
Essentially, you want to work with built-in types as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`.
|
|
|
|
Calling methods
|
|
---------------
|
|
|
|
Calling C# methods from GDScript
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Again, calling C# methods from GDScript should be straightforward. The
|
|
marshalling process will do its best to cast the arguments to match
|
|
function signatures.
|
|
If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```.
|
|
|
|
.. code-block:: gdscript
|
|
|
|
my_csharp_node.PrintNodeName(self) # myGDScriptNode
|
|
# my_csharp_node.PrintNodeName() # This line will fail.
|
|
|
|
my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there!
|
|
|
|
my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c
|
|
my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3
|
|
|
|
Calling GDScript methods from C#
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
To call GDScript methods from C# you'll need to use
|
|
:ref:`GodotObject.Call() <class_Object_method_call>`. The first argument is the
|
|
name of the method you want to call. The following arguments will be passed
|
|
to said method.
|
|
|
|
.. code-block:: csharp
|
|
|
|
myGDScriptNode.Call("print_node_name", this); // my_csharp_node
|
|
// myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out.
|
|
|
|
myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there!
|
|
|
|
string[] arr = new string[] { "a", "b", "c" };
|
|
myGDScriptNode.Call("print_array", arr); // a, b, c
|
|
myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 }); // 1, 2, 3
|
|
// Note how the type of each array entry does not matter as long as it can be handled by the marshaller
|
|
|
|
.. warning::
|
|
|
|
As you can see, if the first argument of the called method is an array,
|
|
you'll need to cast it as ``object``.
|
|
Otherwise, each element of your array will be treated as a single argument
|
|
and the function signature won't match.
|
|
|
|
Inheritance
|
|
-----------
|
|
|
|
A GDScript file may not inherit from a C# script. Likewise, a C# script may not
|
|
inherit from a GDScript file. Due to how complex this would be to implement,
|
|
this limitation is unlikely to be lifted in the future. See
|
|
`this GitHub issue <https://github.com/godotengine/godot/issues/38352>`__
|
|
for more information.
|