c_sharp_features.rst 6.3 KB

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  1. .. _doc_c_sharp_features:
  2. C# language features
  3. ====================
  4. This page provides an overview of the commonly used features of both C# and Godot
  5. and how they are used together.
  6. .. _doc_c_sharp_features_type_conversion_and_casting:
  7. Type conversion and casting
  8. ---------------------------
  9. C# is a statically typed language. Therefore, you can't do the following:
  10. .. code-block:: csharp
  11. var mySprite = GetNode("MySprite");
  12. mySprite.SetFrame(0);
  13. The method ``GetNode()`` returns a ``Node`` instance.
  14. You must explicitly convert it to the desired derived type, ``Sprite2D`` in this case.
  15. For this, you have various options in C#.
  16. **Casting and Type Checking**
  17. Throws ``InvalidCastException`` if the returned node cannot be cast to Sprite2D.
  18. You would use it instead of the ``as`` operator if you are pretty sure it won't fail.
  19. .. code-block:: csharp
  20. Sprite2D mySprite = (Sprite2D)GetNode("MySprite");
  21. mySprite.SetFrame(0);
  22. **Using the AS operator**
  23. The ``as`` operator returns ``null`` if the node cannot be cast to Sprite2D,
  24. and for that reason, it cannot be used with value types.
  25. .. code-block:: csharp
  26. Sprite2D mySprite = GetNode("MySprite") as Sprite2D;
  27. // Only call SetFrame() if mySprite is not null
  28. mySprite?.SetFrame(0);
  29. **Using the generic methods**
  30. Generic methods are also provided to make this type conversion transparent.
  31. ``GetNode<T>()`` casts the node before returning it. It will throw an ``InvalidCastException`` if the node cannot be cast to the desired type.
  32. .. code-block:: csharp
  33. Sprite2D mySprite = GetNode<Sprite2D>("MySprite");
  34. mySprite.SetFrame(0);
  35. ``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if the node cannot be cast to the desired type.
  36. .. code-block:: csharp
  37. Sprite2D mySprite = GetNodeOrNull<Sprite2D>("MySprite");
  38. // Only call SetFrame() if mySprite is not null
  39. mySprite?.SetFrame(0);
  40. **Type checking using the IS operator**
  41. To check if the node can be cast to Sprite2D, you can use the ``is`` operator.
  42. The ``is`` operator returns false if the node cannot be cast to Sprite2D,
  43. otherwise it returns true. Note that when the ``is`` operator is used against ``null``
  44. the result is always going to be ``false``.
  45. .. code-block:: csharp
  46. if (GetNode("MySprite") is Sprite2D)
  47. {
  48. // Yup, it's a Sprite2D!
  49. }
  50. if (null is Sprite2D)
  51. {
  52. // This block can never happen.
  53. }
  54. You can also declare a new variable to conditionally store the result of the cast
  55. if the ``is`` operator returns ``true``.
  56. .. code-block:: csharp
  57. if (GetNode("MySprite") is Sprite2D mySprite)
  58. {
  59. // The mySprite variable only exists inside this block, and it's never null.
  60. mySprite.SetFrame(0);
  61. }
  62. For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_.
  63. Preprocessor defines
  64. --------------------
  65. Godot has a set of defines that allow you to change your C# code
  66. depending on the environment you are compiling to.
  67. Examples
  68. ~~~~~~~~
  69. For example, you can change code based on the platform:
  70. .. code-block:: csharp
  71. public override void _Ready()
  72. {
  73. #if (GODOT_32 || GODOT_MOBILE || GODOT_WEB)
  74. // Use simple objects when running on less powerful systems.
  75. SpawnSimpleObjects();
  76. #else
  77. SpawnComplexObjects();
  78. #endif
  79. }
  80. Or you can detect which engine your code is in, useful for making cross-engine libraries:
  81. .. code-block:: csharp
  82. public void MyPlatformPrinter()
  83. {
  84. #if GODOT
  85. GD.Print("This is Godot.");
  86. #elif UNITY_5_3_OR_NEWER
  87. print("This is Unity.");
  88. #else
  89. throw new NotSupportedException("Only Godot and Unity are supported.");
  90. #endif
  91. }
  92. Or you can write scripts that target multiple Godot versions and take
  93. advantage of features that are only available on some of those versions:
  94. .. code-block:: csharp
  95. public void UseCoolFeature()
  96. {
  97. #if GODOT4_3_OR_GREATER || GODOT4_2_2_OR_GREATER
  98. // Use CoolFeature, that was added to Godot in 4.3 and cherry-picked into 4.2.2, here.
  99. #else
  100. // Use a workaround for the absence of CoolFeature here.
  101. #endif
  102. }
  103. Full list of defines
  104. ~~~~~~~~~~~~~~~~~~~~
  105. * ``GODOT`` is always defined for Godot projects.
  106. * ``TOOLS`` is defined when building with the Debug configuration (editor and editor player).
  107. * ``GODOT_REAL_T_IS_DOUBLE`` is defined when the ``GodotFloat64`` property is set to ``true``.
  108. * One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
  109. * One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
  110. ``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_WEB``
  111. depending on the OS. These names may change in the future.
  112. These are created from the ``get_name()`` method of the
  113. :ref:`OS <class_OS>` singleton, but not every possible OS
  114. the method returns is an OS that Godot with .NET runs on.
  115. * ``GODOTX``, ``GODOTX_Y``, ``GODOTX_Y_Z``, ``GODOTx_OR_GREATER``,
  116. ``GODOTX_y_OR_GREATER``, and ``GODOTX_Y_z_OR_GREATER``, where ``X``, ``Y``,
  117. and ``Z`` are replaced by the current major, minor and patch version of Godot.
  118. ``x``, ``y``, and ``z`` are replaced by all values from 0 to the current version number for that
  119. component.
  120. .. note::
  121. These defines were first added in Godot 4.0.4 and 4.1. Version defines for
  122. prior versions do not exist, regardless of the current Godot version.
  123. For example: Godot 4.0.5 defines ``GODOT4``, ``GODOT4_OR_GREATER``,
  124. ``GODOT4_0``, ``GODOT4_0_OR_GREATER``, ``GODOT4_0_5``,
  125. ``GODOT4_0_4_OR_GREATER``, and ``GODOT4_0_5_OR_GREATER``. Godot 4.3.2 defines
  126. ``GODOT4``, ``GODOT4_OR_GREATER``, ``GODOT4_3``, ``GODOT4_0_OR_GREATER``,
  127. ``GODOT4_1_OR_GREATER``, ``GODOT4_2_OR_GREATER``, ``GODOT4_3_OR_GREATER``,
  128. ``GODOT4_3_2``, ``GODOT4_3_0_OR_GREATER``, ``GODOT4_3_1_OR_GREATER``, and
  129. ``GODOT4_3_2_OR_GREATER``.
  130. When **exporting**, the following may also be defined depending on the export features:
  131. * One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.
  132. * One of ``GODOT_WINDOWS``, ``GODOT_LINUXBSD``, ``GODOT_MACOS``, ``GODOT_ANDROID``, ``GODOT_IOS``, or ``GODOT_WEB`` depending on the platform.
  133. To see an example project, see the OS testing demo:
  134. https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test