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360 lines
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.. _doc_scripting:
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Scripting
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=========
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Introduction
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------------
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Before Godot 3.0, the only choice for scripting a game was to use
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:ref:`doc_gdscript`. Nowadays, Godot has four (yes, four!) official languages
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and the ability to add extra scripting languages dynamically!
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This is great, mostly due the large amount of flexibility provided, but
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it also makes our work supporting languages more difficult.
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The "Main" languages in Godot, though, are GDScript and VisualScript. The
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main reason to choose them is their level of integration with Godot, as this
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makes the experience smoother; both have very slick editor integration, while
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C# and C++ need to be edited in a separate IDE. If you are a big fan of statically typed languages, go with C# and C++ instead.
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GDScript
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~~~~~~~~
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:ref:`doc_gdscript` is, as mentioned above, the main language used in Godot.
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Using it has some positive points compared to other languages due
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to its high integration with Godot:
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* It's simple, elegant, and designed to be familiar for users of other languages such as Lua, Python, Squirrel, etc.
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* Loads and compiles blazingly fast.
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* The editor integration is a pleasure to work with, with code completion for nodes, signals, and many other items pertaining to the scene being edited.
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* Has vector types built-in (such as Vectors, transforms, etc.), making it efficient for heavy use of linear algebra.
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* Supports multiple threads as efficiently as statically typed languages - one of the limitations that made us avoid VMs such as Lua, Squirrel, etc.
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* Uses no garbage collector, so it trades a small bit of automation (most objects are reference counted anyway), by determinism.
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* Its dynamic nature makes it easy to optimize sections of code in C++ (via GDNative) if more performance is required, all without recompiling the engine.
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If you're undecided and have experience with programming, especially dynamically
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typed languages, go for GDScript!
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VisualScript
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~~~~~~~~~~~~
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Beginning with 3.0, Godot offers :ref:`Visual Scripting<doc_what_is_visual_script>`. This is a
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typical implementation of a "blocks and connections" language, but
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adapted to how Godot works.
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Visual scripting is a great tool for non-programmers, or even for experienced developers
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who want to make parts of the code more accessible to others,
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like game designers or artists.
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It can also be used by programmers to build state machines or custom
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visual node workflows - for example, a dialogue system.
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.NET / C#
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~~~~~~~~~
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As Microsoft's C# is a favorite amongst game developers, we have added
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official support for it. C# is a mature language with tons of code
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written for it, and support was added thanks to
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a generous donation from Microsoft.
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It has an excellent tradeoff between performance and ease of use,
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although one must be aware of its garbage collector.
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C# is usually the best choice for companies. The large amount of
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programmers familiar with it means less time can be spent learning
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Godot and more time can be spent programming with it.
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Since Godot uses the `Mono <https://mono-project.com>`_ .NET runtime, in theory
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any third-party .NET library or framework can be used for scripting in Godot, as
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well as any Common Language Infrastructure-compliant programming language, such as
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F#, Boo or ClojureCLR. In practice however, C# is the only officially supported .NET option.
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GDNative / C++
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~~~~~~~~~~~~~~
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Finally, one of our brightest additions for the 3.0 release:
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GDNative allows scripting in C++ without needing to recompile (or even
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restart) Godot.
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Any C++ version can be used, and mixing compiler brands and versions for the
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generated shared libraries works perfectly, thanks to our use of an internal C
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API Bridge.
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This language is the best choice for performance and does not need to be
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used throughout an entire game, as other parts can be written in GDScript or Visual
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Script. However the API is clear and easy to use as it resembles, mostly,
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Godot's actual C++ API.
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More languages can be made available through the GDNative interface, but keep in mind
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we don't have official support for them.
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Scripting a scene
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-----------------
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For the rest of this tutorial we'll set up a GUI scene consisting of a
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button and a label, where pressing the button will update the label. This will
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demonstrate:
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- Writing a script and attaching it to a node.
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- Hooking up UI elements via signals.
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- Writing a script that can access other nodes in the scene.
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Before continuing, please make sure to read the :ref:`doc_gdscript` reference.
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It's a language designed to be simple, and the reference is short, so it will not take more
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than a few minutes to get an overview of the concepts.
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Scene setup
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~~~~~~~~~~~
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Use the "Add Child Node" dialogue accessed from the Scene tab (or by pressing ``Ctrl+A``) to create a hierarchy with the following
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nodes:
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- Panel
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* Label
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* Button
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The scene tree should look like this:
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.. image:: img/scripting_scene_tree.png
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Use the 2D editor to position and resize the Button and Label so that they
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look like the image below. You can set the text from the Inspector tab.
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.. image:: img/label_button_example.png
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Finally, save the scene with a name such as ``sayhello.tscn``.
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.. _doc_scripting-adding_a_script:
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Adding a script
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~~~~~~~~~~~~~~~
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Right click on the Panel node, then select "Attach Script" from the context
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menu:
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.. image:: img/add_script.png
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The script creation dialog will pop up. This dialog allows you to set the
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script's language, class name, and other relevant options.
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In GDScript the file itself represents the class, so
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the class name field will not editable.
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The node we're attaching the script to is a panel, so the Inherits field
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will automatically be filled in with "Panel". This is what we want, as the
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script's goal is to extend the functionality of our panel node.
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Finally, enter a path name for the script and select Create:
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.. image:: img/script_create.png
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The script will then be created and added to the node. You can
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see this as an "Open script" icon next to the node in the Scene tab,
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as well as in the script property under Inspector:
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.. image:: img/script_added.png
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To edit the script, select either of these buttons, both of which are highlighted in the above image.
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This will bring you to the script editor where a default template will be included:
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.. image:: img/script_template.png
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There's not much there. The ``_ready()`` function is called when the
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node, and all its children, enters the active scene. **Note:** ``_ready()`` is not
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the constructor; the constructor is instead ``_init()``.
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The role of the script
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~~~~~~~~~~~~~~~~~~~~~~
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A script adds behavior to a node. It is used to control how the node functions
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as well as how it interacts with other nodes: children, parent, siblings,
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and so on. The local scope of the script is the node. In other words, the script
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inherits the functions provided by that node.
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.. image:: /img/brainslug.jpg
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Handling a signal
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~~~~~~~~~~~~~~~~~
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Signals are "emitted" when some specific kind of action happens, and they can be
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connected to any function of any script instance. Signals are used mostly in
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GUI nodes, although other nodes have them too, and you can even define custom
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signals in your own scripts.
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In this step, we'll connect the "pressed" signal to a custom function. Forming
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connections is the first part and defining the custom function is the second part.
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For the first part, Godot provides two ways to create connections: through a
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visual interface the editor provides or through code.
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While we will use the code method for the remainder of this tutorial series, let's
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cover how the editor interface works just for future reference.
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Select the Button node in the scene tree and then select the "Node" tab. Next,
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make sure that you have "Signals" selected.
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.. image:: img/signals.png
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If you then select "pressed()" under "BaseButton" and click the "Connect..."
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button in the bottom right, you'll open up the connection creation dialogue.
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.. image:: img/connect_dialogue.png
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In the bottom-left are the key things you need to create a connection: a node
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which implements the method you want to trigger (represented here as a
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NodePath) and the name of the method to trigger.
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The top-left section displays a list of your scene's nodes with the emitting
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node's name highlighted in red. Select the "Panel" node here. When you select
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a node, the NodePath at the bottom will automatically update to point a
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relative path from the emitting node to the selected node.
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.. note::
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Be aware that connections nodes with scripts can connect with signals since
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the function must exist in order to make the connection. Without a script,
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the method cannot be defined.
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To be sure the node has a script and can define the function, make sure
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that the "Make Function" check button shows up in the bottom right.
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By default, the method name will contain the emitting node's name ("Button" in
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this case), resulting in "_on_[EmitterNode]_[signal_name]". If you do have the
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"Make Function" check button checked, then the editor will generate the function
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for you before setting up the connection.
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And that concludes the guide on how to use the visual interface. However, this
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is a scripting tutorial, so for the sake of learning, let's dive in to the
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manual process!
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To accomplish this, we will introduce a function that is probably the most used
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by Godot programmers: :ref:`Node.get_node() <class_Node_get_node>`.
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This function uses paths to fetch nodes anywhere in the scene, relative to the
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node that owns the script.
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For the sake of convenience, delete everything underneath ``extends Panel``.
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You will fill out the rest of the script manually.
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Because the Button and Label are siblings under the Panel
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where the script is attached, you can fetch the Button by typing
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the following underneath the ``_ready()`` function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _ready():
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get_node("Button")
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.. code-tab:: csharp
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public override void _Ready()
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{
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GetNode("Button")
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}
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Next, write a function which will be called when the button is pressed:
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _on_button_pressed():
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get_node("Label").text = "HELLO!"
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.. code-tab:: csharp
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public void _OnButtonPressed()
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{
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var label = (Label)GetNode("Label");
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label.Text = "HELLO!";
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}
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Finally, connect the button's "pressed" signal to ``_ready()`` by
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using :ref:`Object.connect() <class_Object_connect>`.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _ready():
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get_node("Button").connect("pressed", self, "_on_button_pressed")
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.. code-tab:: csharp
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public override void _Ready()
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{
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GetNode("Button").Connect("pressed", this, nameof(_OnButtonPressed));
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}
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The final script should look like this:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Panel
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func _on_button_pressed():
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get_node("Label").text = "HELLO!"
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func _ready():
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get_node("Button").connect("pressed", self, "_on_button_pressed")
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.. code-tab:: csharp
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using Godot;
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// IMPORTANT: the name of the class MUST match the filename exactly.
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// this is case sensitive!
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public class sayhello : Panel
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{
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public void _OnButtonPressed()
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{
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var label = (Label)GetNode("Label");
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label.Text = "HELLO!";
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}
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public override void _Ready()
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{
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GetNode("Button").Connect("pressed", this, nameof(_OnButtonPressed));
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}
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}
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Run the scene and press the button. You should get the following result:
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.. image:: img/scripting_hello.png
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Why, hello there! Congratulations on scripting your first scene.
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.. note::
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A common misunderstanding regarding this tutorial is how ``get_node(path)``
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works. For a given node, ``get_node(path)`` searches its immediate children.
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In the above code, this means that Button must be a child of Panel. If
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Button were instead a child of Label, the code to obtain it would be:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# not for this case
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# but just in case
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get_node("Label/Button")
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.. code-tab:: csharp
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// not for this case
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// but just in case
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GetNode("Label/Button")
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Also, remember that nodes are referenced by name, not by type.
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.. note::
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The right-hand panel of the connect dialogue is for binding specific
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values to the connected function's parameters. You can add and remove
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values of different types.
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The code approach also enables this with a 4th ``Array`` parameter that
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is empty be default. Feel free to read up on the ``Object.connect``
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method for more information.
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