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- .. _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_property: String = "my gdscript value":
- get:
- return my_property
- set(value):
- my_property = value
- signal my_signal
- signal my_signal_with_params(msg: String, n: int)
- 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)
- func my_signal_handler():
- print("The signal handler was called!")
- func my_signal_with_params_handler(msg: String, n: int):
- print_n_times(msg, n)
- .. code-tab:: csharp
- using Godot;
- public partial class MyCSharpNode : Node
- {
- public string MyProperty { get; set; } = "my c# value";
- [Signal] public delegate void MySignalEventHandler();
- [Signal] public delegate void MySignalWithParamsEventHandler(string msg, int n);
- 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);
- }
- }
- public void MySignalHandler()
- {
- GD.Print("The signal handler was called!");
- }
- public void MySignalWithParamsHandler(string msg, int n)
- {
- PrintNTimes(msg, n);
- }
- }
- 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 MyCSharpScript = load("res://Path/To/MyCSharpNode.cs")
- var my_csharp_node = MyCSharpScript.new()
- .. 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
- var myGDScript = GD.Load<GDScript>("res://path/to/my_gd_script.gd");
- var 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
- # Output: "my c# value".
- print(my_csharp_node.MyProperty)
- my_csharp_node.MyProperty = "MY C# VALUE"
- # Output: "MY C# VALUE".
- print(my_csharp_node.MyProperty)
- 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
- // Output: "my gdscript value".
- GD.Print(myGDScriptNode.Get("my_property"));
- myGDScriptNode.Set("my_property", "MY GDSCRIPT VALUE");
- // Output: "MY GDSCRIPT VALUE".
- GD.Print(myGDScriptNode.Get("my_property"));
- 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
- # Output: "my_gd_script_node" (or name of node where this code is placed).
- my_csharp_node.PrintNodeName(self)
- # This line will fail.
- # my_csharp_node.PrintNodeName()
- # Outputs "Hello there!" twice, once per line.
- my_csharp_node.PrintNTimes("Hello there!", 2)
- # Output: "a", "b", "c" (one per line).
- my_csharp_node.PrintArray(["a", "b", "c"])
- # Output: "1", "2", "3" (one per line).
- my_csharp_node.PrintArray([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
- // Output: "MyCSharpNode" (or name of node where this code is placed).
- myGDScriptNode.Call("print_node_name", this);
- // This line will fail silently and won't error out.
- // myGDScriptNode.Call("print_node_name");
- // Outputs "Hello there!" twice, once per line.
- myGDScriptNode.Call("print_n_times", "Hello there!", 2);
- string[] arr = new string[] { "a", "b", "c" };
- // Output: "a", "b", "c" (one per line).
- myGDScriptNode.Call("print_array", arr);
- // Output: "1", "2", "3" (one per line).
- myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 });
- // Note how the type of each array entry does not matter
- // as long as it can be handled by the marshaller.
- .. _connecting_to_signals_cross_language:
- Connecting to signals
- ---------------------
- Connecting to C# signals from GDScript
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Connecting to a C# signal from GDScript is the same as connecting to a signal
- defined in GDScript:
- .. code-block:: gdscript
- my_csharp_node.MySignal.connect(my_signal_handler)
- my_csharp_node.MySignalWithParams.connect(my_signal_with_params_handler)
- Connecting to GDScript signals from C#
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Connecting to a GDScript signal from C# only works with the ``Connect`` method
- because no C# static types exist for signals defined by GDScript:
- .. code-block:: csharp
- myGDScriptNode.Connect("my_signal", Callable.From(MySignalHandler));
- myGDScriptNode.Connect("my_signal_with_params", Callable.From<string, int>(MySignalWithParamsHandler));
- 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.
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