.. _doc_c_sharp_features: C# features =========== This page provides an overview of the commonly used features of both C# and Godot and how they are used together. .. _doc_c_sharp_features_type_conversion_and_casting: 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()`` 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("MySprite"); mySprite.SetFrame(0); ``GetNodeOrNull()`` uses the ``as`` operator and will return ``null`` if the node cannot be cast to the desired type. .. code-block:: csharp Sprite mySprite = GetNodeOrNull("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 `_. .. _doc_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``. If you want to connect a signal in the editor, you need to (re)build the project assemblies to see the new signal. This build can be manually triggered by clicking the “Build” button at the top right corner of the editor window. .. 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 a Godot 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 Godot.Collections.Array { 1 }); minusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { -1 }); } Signals support parameters and bound values of all the `built-in types `_ and Classes derived from :ref:`Godot.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"); } Preprocessor defines -------------------- Godot has a set of defines that allow you to change your C# code depending on the environment you are compiling to. .. note:: If you created your project before Godot 3.2, you have to modify or regenerate your `csproj` file to use this feature (compare ```` with a new 3.2+ project). Examples ~~~~~~~~ For example, you can change code based on the platform: .. code-block:: csharp public override void _Ready() { #if GODOT_SERVER // Don't try to load meshes or anything, this is a server! LaunchServer(); #elif GODOT_32 || GODOT_MOBILE || GODOT_WEB // Use simple objects when running on less powerful systems. SpawnSimpleObjects(); #else SpawnComplexObjects(); #endif } Or you can detect which engine your code is in, useful for making cross-engine libraries: .. code-block:: csharp public void MyPlatformPrinter() { #if GODOT GD.Print("This is Godot."); #elif UNITY_5_3_OR_NEWER print("This is Unity."); #else throw new InvalidWorkflowException("Only Godot and Unity are supported."); #endif } Full list of defines ~~~~~~~~~~~~~~~~~~~~ * ``GODOT`` is always defined for Godot projects. * One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit. * One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` depending on the OS. These names may change in the future. These are created from the ``get_name()`` method of the :ref:`OS ` singleton, but not every possible OS the method returns is an OS that Godot with Mono runs on. When **exporting**, the following may also be defined depending on the export features: * One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type. * One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only depending on the architecture. * One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture. * Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type. * Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``. To see an example project, see the OS testing demo: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test