Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
C# API 与 GDScript 的差异¶
这是C#和GDScript之间API差异的(不完整)列表.
一般差异¶
如 C# 基础 中所述,C#通常使用 PascalCase
而不是GDScript和C++中使用的 snake_case
.
全局作用域¶
全局函数和某些常量必须移动到类中, 因为C#不允许在命名空间中声明它们. 大多数全局常量都被移动到它们自己的枚举中.
常量¶
In C#, only primitive types can be constant. For example, the TAU
constant
is replaced by the Mathf.Tau
constant, but the Vector2.RIGHT
constant
is replaced by the Vector2.Right
read-only property. This behaves similarly
to a constant, but can't be used in some contexts like switch
statements.
Global enum constants were moved to their own enums.
For example, ERR_*
constants were moved to the Error
enum.
特殊情况:
GDScript |
C# |
---|---|
|
|
|
|
数学函数¶
如 abs
, acos
, asin
, atan
和 atan2
这样的全局数学函数位于 Mathf
下, 名为 Abs
, Acos
, Asin
, Atan
和 Atan2
. 常数 PI
可以通过 Mathf.Pi
获得.
C# also provides static System.Math and System.MathF classes that may contain other useful mathematical operations.
随机函数¶
如 rand_range
和 rand_seed
等全局随机函数位于 GD
下. 例如 GD.RandRange
以及 GD.RandSeed
.
Consider using System.Random or, if you need cryptographically strong randomness, System.Security.Cryptography.RandomNumberGenerator.
其他函数¶
Many other global functions like print
and var_to_str
are located under GD
.
Example: GD.Print
and GD.VarToStr
.
例外情况:
GDScript |
C# |
---|---|
|
|
|
|
|
|
|
|
提示¶
有时候, 使用 using static
指令是很有用的. 该指令允许在不指定类名的情况下, 访问类的成员和嵌套类型.
示例:
using static Godot.GD;
public class Test
{
static Test()
{
Print("Hello"); // Instead of GD.Print("Hello");
}
}
Full list of equivalences¶
List of Godot's global scope functions and their equivalent in C#:
GDScript |
C# |
---|---|
abs |
Mathf.Abs |
absf |
Mathf.Abs |
absi |
Mathf.Abs |
acos |
Mathf.Acos |
asin |
Mathf.Asin |
atan |
Mathf.Atan |
atan2 |
Mathf.Atan2 |
bezier_derivative |
Mathf.BezierDerivative |
bezier_interpolate |
Mathf.BezierInterpolate |
bytes_to_var |
GD.BytesToVar |
bytes_to_var_with_objects |
GD.BytesToVarWithObjects |
ceil |
Mathf.Ceil |
ceilf |
Mathf.Ceil |
ceili |
Mathf.CeilToInt |
clamp |
Mathf.Clamp |
clampf |
Mathf.Clamp |
clampi |
Mathf.Clamp |
cos |
Mathf.Cos |
cosh |
Mathf.Cosh |
cubic_interpolate |
Mathf.CubicInterpolate |
cubic_interpoalte_angle |
Mathf.CubicInterpolateAngle |
cubic_interpolate_angle_in_time |
Mathf.CubicInterpolateInTime |
cubic_interpolate_in_time |
Mathf.CubicInterpolateAngleInTime |
db_to_linear |
Mathf.DbToLinear |
deg_to_rad |
Mathf.DegToRad |
ease |
Mathf.Ease |
error_string |
Error.ToString |
exp |
Mathf.Exp |
floor |
Mathf.Floor |
floorf |
Mathf.Floor |
floori |
Mathf.FloorToInt |
fmod |
operator % |
fposmod |
Mathf.PosMod |
hash |
GD.Hash |
instance_from_id |
GodotObject.InstanceFromId |
inverse_lerp |
Mathf.InverseLerp |
is_equal_approx |
Mathf.IsEqualApprox |
is_finite |
Mathf.IsFinite or float.IsFinite or double.IsFinite |
is_inf |
Mathf.IsInf or float.IsInfinity or double.IsInfinity |
is_instance_id_valid |
GodotObject.IsInstanceIdValid |
is_instance_valid |
GodotObject.IsInstanceValid |
is_nan |
Mathf.IsNaN or float.IsNaN or double.IsNaN |
is_same |
operator == or object.ReferenceEquals |
is_zero_approx |
Mathf.IsZeroApprox |
lerp |
Mathf.Lerp |
lerp_angle |
Mathf.LerpAngle |
lerpf |
Mathf.Lerp |
linear_to_db |
Mathf.LinearToDb |
log |
Mathf.Log |
最大值 |
Mathf.Max |
maxf |
Mathf.Max |
maxi |
Mathf.Max |
min |
Mathf.Min |
minf |
Mathf.Min |
mini |
Mathf.Min |
move_toward |
Mathf.MoveToward |
nearest_po2 |
Mathf.NearestPo2 |
pingpong |
Mathf.PingPong |
posmod |
Mathf.PosMod |
pow |
Mathf.Pow |
GD.Print |
|
print_rich |
GD.PrintRich |
print_verbose |
Use OS.IsStdoutVerbose and GD.Print |
printerr |
GD.PrintErr |
printraw |
GD.PrintRaw |
prints |
GD.PrintS |
printt |
GD.PrintT |
push_error |
GD.PushError |
push_warning |
GD.PushWarning |
rad_to_deg |
Mathf.RadToDeg |
rand_from_seed |
GD.RandFromSeed |
randf |
GD.Randf |
randf_range |
GD.RandRange |
randfn |
GD.Randfn |
randi |
GD.Randi |
randi_range |
GD.RandRange |
randomize |
GD.Randomize |
remap |
Mathf.Remap |
rid_allocate_id |
N/A |
rid_from_int64 |
N/A |
round |
Mathf.Round |
roundf |
Mathf.Round |
roundi |
Mathf.RoundToInt |
seed |
GD.Seed |
sign |
Mathf.Sign |
signf |
Mathf.Sign |
signi |
Mathf.Sign |
sin |
Mathf.Sin |
sinh |
Mathf.Sinh |
smoothstep |
Mathf.SmoothStep |
snapped |
Mathf.Snapped |
snappedf |
Mathf.Snapped |
snappedi |
Mathf.Snapped |
sqrt |
Mathf.Sqrt |
step_decimals |
Mathf.StepDecimals |
str |
|
str_to_var |
GD.StrToVar |
tan |
Mathf.Tan |
tanh |
Mathf.Tanh |
typeof |
Variant.VariantType |
var_to_bytes |
GD.VarToBytes |
var_to_bytes_with_objects |
GD.VarToBytesWithObjects |
var_to_str |
GD.VarToStr |
weakref |
GodotObject.WeakRef |
wrap |
Mathf.Wrap |
wrapf |
Mathf.Wrap |
wrapi |
Mathf.Wrap |
List of GDScript utility functions and their equivalent in C#:
GDScript |
C# |
---|---|
assert |
|
char |
Use explicit conversion: |
convert |
GD.Convert |
dict_to_inst |
N/A |
get_stack |
|
inst_to_dict |
N/A |
len |
N/A |
load |
GD.Load |
preload |
N/A |
print_debug |
N/A |
print_stack |
GD.Print(System.Environment.StackTrace) |
range |
GD.Range or System.Linq.Enumerable.Range |
type_exists |
ClassDB.ClassExists(type) |
preload
在 GDScript 中可用,在 C# 中不可用。请使用 GD.Load
或 ResourceLoader.Load
替代。
@export
annotation¶
Use the [Export]
attribute instead of the GDScript @export
annotation.
This attribute can also be provided with optional PropertyHint and hintString
parameters.
Default values can be set by assigning a value.
示例:
using Godot;
public partial class MyNode : Node
{
[Export]
private NodePath _nodePath;
[Export]
private string _name = "default";
[Export(PropertyHint.Range, "0,100000,1000,or_greater")]
private int _income;
[Export(PropertyHint.File, "*.png,*.jpg")]
private string _icon;
}
See also: C# exports.
signal
keyword¶
Use the [Signal]
attribute to declare a signal instead of the GDScript signal
keyword.
This attribute should be used on a delegate, whose name signature will be used to define the signal.
The delegate must have the EventHandler
suffix, an event will be generated in the class with the same name but without the suffix, use that event's name with EmitSignal
.
[Signal]
delegate void MySignalEventHandler(string willSendAString);
另见: C# 信号 .
@onready annotation¶
GDScript has the ability to defer the initialization of a member variable until the ready function is called with @onready (cf. @onready annotation). For example:
@onready var my_label = get_node("MyLabel")
然而C#没有这个能力. 为了达到同样的效果, 你需要这样做.
private Label _myLabel;
public override void _Ready()
{
_myLabel = GetNode<Label>("MyLabel");
}
单例¶
单例可以作为静态类使用, 而不是使用单例模式. 这是为了使代码不像使用 Instance
属性那样冗长.
示例:
Input.IsActionPressed("ui_down")
However, in some very rare cases this is not enough. For example, you may want
to access a member from the base class GodotObject
, like Connect
.
For such use cases we provide a static property named Singleton
that returns
the singleton instance. The type of this instance is GodotObject
.
示例:
Input.Singleton.JoyConnectionChanged += Input_JoyConnectionChanged;
字符串¶
Use System.String
(string
). Most of Godot's String methods have an
equivalent in System.String
or are provided by the StringExtensions
class as extension methods.
示例:
string text = "Get up!";
string[] bigrams = text.Bigrams(); // ["Ge", "et", "t ", " u", "up", "p!"]
Strings are immutable in .NET, so all methods that manipulate a string don't modify the original string and return a newly created string with the modifications applied. To avoid creating multiple string allocations consider using a StringBuilder.
List of Godot's String methods and their equivalent in C#:
GDScript |
C# |
---|---|
begins_with |
|
bigrams |
StringExtensions.Bigrams |
bin_to_int |
StringExtensions.BinToInt |
c_escape |
StringExtensions.CEscape |
c_unescape |
StringExtensions.CUnescape |
capitalize |
StringExtensions.Capitalize |
casecmp_to |
StringExtensions.CasecmpTo or StringExtensions.CompareTo (Consider using string.Equals or string.Compare) |
chr |
N/A |
contains |
|
count |
StringExtensions.Count (Consider using RegEx) |
countn |
StringExtensions.CountN (Consider using RegEx) |
dedent |
StringExtensions.Dedent |
ends_with |
|
erase |
string.Remove (Consider using StringBuilder to manipulate strings) |
find |
StringExtensions.Find (Consider using string.IndexOf or string.IndexOfAny) |
findn |
StringExtensions.FindN (Consider using string.IndexOf or string.IndexOfAny) |
format |
|
get_base_dir |
StringExtensions.GetBaseDir |
get_basename |
StringExtensions.GetBaseName |
get_extension |
StringExtensions.GetExtension |
get_file |
StringExtensions.GetFile |
get_slice |
N/A |
get_slice_count |
N/A |
get_slicec |
N/A |
hash |
StringExtensions.Hash (Consider using object.GetHashCode unless you need to guarantee the same behavior as in GDScript) |
hex_decode |
StringExtensions.HexDecode (Consider using System.Convert.FromHexString) |
hex_to_int |
StringExtensions.HexToInt (Consider using int.Parse or long.Parse with System.Globalization.NumberStyles.HexNumber) |
humanize_size |
N/A |
indent |
StringExtensions.Indent |
insert |
string.Insert (Consider using StringBuilder to manipulate strings) |
is_absolute_path |
StringExtensions.IsAbsolutePath |
is_empty |
|
is_relative_path |
StringExtensions.IsRelativePath |
is_subsequence_of |
StringExtensions.IsSubsequenceOf |
is_subsequence_ofn |
StringExtensions.IsSubsequenceOfN |
is_valid_filename |
StringExtensions.IsValidFileName |
is_valid_float |
StringExtensions.IsValidFloat (Consider using float.TryParse or double.TryParse) |
is_valid_hex_number |
StringExtensions.IsValidHexNumber |
is_valid_html_color |
StringExtensions.IsValidHtmlColor |
is_valid_identifier |
StringExtensions.IsValidIdentifier |
is_valid_int |
StringExtensions.IsValidInt (Consider using int.TryParse or long.TryParse) |
is_valid_ip_address |
StringExtensions.IsValidIPAddress |
join |
|
json_escape |
StringExtensions.JSONEscape |
left |
StringExtensions.Left (Consider using string.Substring or string.AsSpan) |
length |
|
lpad |
|
lstrip |
|
match |
StringExtensions.Match (Consider using RegEx) |
matchn |
StringExtensions.MatchN (Consider using RegEx) |
md5_buffer |
StringExtensions.Md5Buffer (Consider using System.Security.Cryptography.MD5.HashData) |
md5_text |
StringExtensions.Md5Text (Consider using System.Security.Cryptography.MD5.HashData with StringExtensions.HexEncode) |
naturalnocasecmp_to |
N/A (Consider using string.Equals or string.Compare) |
nocasecmp_to |
StringExtensions.NocasecmpTo or StringExtensions.CompareTo (Consider using string.Equals or string.Compare) |
num |
|
num_int64 |
|
num_scientific |
|
num_uint64 |
|
pad_decimals |
StringExtensions.PadDecimals |
pad_zeros |
StringExtensions.PadZeros |
path_join |
StringExtensions.PathJoin |
repeat |
Use string constructor or a StringBuilder |
replace |
|
replacen |
StringExtensions.ReplaceN (Consider using string.Replace or RegEx) |
rfind |
StringExtensions.RFind (Consider using string.LastIndexOf or string.LastIndexOfAny) |
rfindn |
StringExtensions.RFindN (Consider using string.LastIndexOf or string.LastIndexOfAny) |
right |
StringExtensions.Right (Consider using string.Substring or string.AsSpan) |
rpad |
|
rsplit |
N/A |
rstrip |
|
sha1_buffer |
StringExtensions.Sha1Buffer (Consider using System.Security.Cryptography.SHA1.HashData) |
sha1_text |
StringExtensions.Sha1Text (Consider using System.Security.Cryptography.SHA1.HashData with StringExtensions.HexEncode) |
sha256_buffer |
StringExtensions.Sha256Buffer (Consider using System.Security.Cryptography.SHA256.HashData) |
sha256_text |
StringExtensions.Sha256Text (Consider using System.Security.Cryptography.SHA256.HashData with StringExtensions.HexEncode) |
similarity |
StringExtensions.Similarity |
simplify_path |
StringExtensions.SimplifyPath |
split |
StringExtensions.Split (Consider using string.Split) |
split_floats |
StringExtensions.SplitFloat |
strip_edges |
StringExtensions.StripEdges (Consider using string.Trim, string.TrimStart or string.TrimEnd) |
strip_escapes |
StringExtensions.StripEscapes |
substr |
StringExtensions.Substr (Consider using string.Substring or string.AsSpan) |
to_ascii_buffer |
StringExtensions.ToAsciiBuffer (Consider using System.Text.Encoding.ASCII.GetBytes) |
to_camel_case |
StringExtensions.ToCamelCase |
to_float |
StringExtensions.ToFloat (Consider using float.TryParse or double.TryParse) |
to_int |
StringExtensions.ToInt (Consider using int.TryParse or long.TryParse) |
to_lower |
|
to_pascal_case |
StringExtensions.ToPascalCase |
to_snake_case |
StringExtensions.ToSnakeCase |
to_upper |
|
to_utf16_buffer |
StringExtensions.ToUtf16Buffer (Consider using System.Text.Encoding.UTF16.GetBytes) |
to_utf32_buffer |
StringExtensions.ToUtf32Buffer (Consider using System.Text.Encoding.UTF32.GetBytes) |
to_utf8_buffer |
StringExtensions.ToUtf8Buffer (Consider using System.Text.Encoding.UTF8.GetBytes) |
to_wchar_buffer |
StringExtensions.ToUtf16Buffer in Windows and StringExtensiont.ToUtf32Buffer in other platforms |
trim_prefix |
StringExtensions.TrimPrefix |
trim_suffix |
StringExtensions.TrimSuffix |
unicode_at |
string[int] indexer |
uri_decode |
StringExtensions.URIDecode (Consider using System.Uri.UnescapeDataString) |
uri_encode |
StringExtensions.URIEncode (Consider using System.Uri.EscapeDataString) |
validate_node_name |
StringExtensions.ValidateNodeName |
xml_escape |
StringExtensions.XMLEscape |
xml_unescape |
StringExtensions.XMLUnescape |
List of Godot's PackedByteArray methods that create a String and their C# equivalent:
GDScript |
C# |
---|---|
get_string_from_ascii |
StringExtensions.GetStringFromAscii (Consider using System.Text.Encoding.ASCII.GetString) |
get_string_from_utf16 |
StringExtensions.GetStringFromUtf16 (Consider using System.Text.Encoding.UTF16.GetString) |
get_string_from_utf32 |
StringExtensions.GetStringFromUtf32 (Consider using System.Text.Encoding.UTF32.GetString) |
get_string_from_utf8 |
StringExtensions.GetStringFromUtf8 (Consider using System.Text.Encoding.UTF8.GetString) |
hex_encode |
StringExtensions.HexEncode (Consider using System.Convert.ToHexString) |
.NET contains many path utility methods available under the System.IO.Path class that can be used when not dealing with Godot paths (paths that start with
res://
oruser://
)
节点路径¶
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
信号¶
下列方法已转换为属性, 其各自名称已被更改:
GDScript |
C# |
---|---|
|
|
|
|
The Signal
type implements the awaitable pattern which means it can be used with
the await
keyword. See await keyword.
Instead of using the Signal
type, the recommended way to use Godot signals in C# is
to use the generated C# events. See C# 信号.
Callable¶
下列方法已转换为属性, 其各自名称已被更改:
GDScript |
C# |
---|---|
|
|
|
|
Currently C# supports Callable
if one of the following holds:
Callable
was created using the C#Callable
type.Callable
is a basic version of the engine'sCallable
. CustomCallable
s are unsupported. ACallable
is custom when any of the following holds:Callable
has bound information (Callable
s created withbind
/unbind
are unsupported).Callable
was created from other languages through the GDExtension API.
Some methods such as bind
and unbind
are not implemented, use lambdas instead:
string name = "John Doe";
Callable callable = Callable.From(() => SayHello(name));
void SayHello(string name)
{
GD.Print($"Hello {name}");
}
The lambda captures the name
variable so it can be bound to the SayHello
method.
RID¶
This type is named Rid
in C# to follow the .NET naming convention.
下列方法已转换为属性, 其各自名称已被更改:
GDScript |
C# |
---|---|
|
|
|
|
Basis¶
结构体在 C# 中不能有无参数构造函数。因此 new Basis()
会将所有原始成员初始化为其默认值。使用 Basis.Identity
作为 GDScript 和 C++ 中的 Basis()
的等价物。
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
Transform2D¶
结构在C#中不能有无参数构造函数, 因此 new Transform2D()
将所有原始成员初始化为其默认值. 请使用 Transform2D.Identity
, 相当于GDScript和C++中的 Transform2D()
.
下列方法已转换为属性, 其各自名称已被更改:
GDScript |
C# |
---|---|
|
|
|
|
|
|
Transform3D¶
Structs cannot have parameterless constructors in C#. Therefore, new Transform3D()
initializes all primitive members to their default value.
Please use Transform3D.Identity
for the equivalent of Transform3D()
in GDScript and C++.
下列方法已转换为属性, 其各自名称已被更改:
GDScript |
C# |
---|---|
|
|
|
|
Rect2¶
以下字段已转换为名称 稍有 不同的属性:
GDScript |
C# |
---|---|
|
|
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
Rect2i¶
This type is named Rect2I
in C# to follow the .NET naming convention.
以下字段已转换为名称 稍有 不同的属性:
GDScript |
C# |
---|---|
|
|
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
AABB¶
This type is named Aabb
in C# to follow the .NET naming convention.
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
Quaternion¶
Structs cannot have parameterless constructors in C#. Therefore, new Quaternion()
initializes all primitive members to their default value.
Please use Quaternion.Identity
for the equivalent of Quaternion()
in GDScript and C++.
Projection¶
Structs cannot have parameterless constructors in C#. Therefore, new Projection()
initializes all primitive members to their default value.
Please use Projection.Identity
for the equivalent of Projection()
in GDScript and C++.
颜色¶
Structs cannot have parameterless constructors in C#. Therefore, new Color()
initializes all primitive members to their default value (which represents the transparent black color).
Please use Colors.Black
for the equivalent of Color()
in GDScript and C++.
The global Color8
method to construct a Color from bytes is available as a static method
in the Color type.
The Color constants are available in the Colors
static class as readonly properties.
以下方法已转换为具有不同名称的属性:
GDScript |
C# |
---|---|
|
|
The following method was converted to a method with a different name:
GDScript |
C# |
---|---|
|
|
The following methods are available as constructors:
GDScript |
C# |
---|---|
|
|
|
|
数组¶
The equivalent of packed arrays are System.Array
.
See also PackedArray in C#.
Use Godot.Collections.Array
for an untyped Variant
array.
Godot.Collections.Array<T>
is a type-safe wrapper around Godot.Collections.Array
.
See also Array in C#.
字典¶
Use Godot.Collections.Dictionary
for an untyped Variant
dictionary.
Godot.Colelctions.Dictionary<TKey, TValue>
is a type-safe wrapper around Godot.Collections.Dictionary
.
See also Dictionary in C#.
Variant
¶
Godot.Variant
is used to represent Godot's native Variant type.
Any Variant-compatible type can be converted from/to it.
See also: C# Variant.
与其他脚本语言通信¶
在 跨语言脚本 中有详细解释。
await
keyword¶
Something similar to GDScript's await
keyword can be achieved with C#'s
await keyword.
The await
keyword in C# can be used with any awaitable expression. It's commonly
used with operands of the types Task, Task<TResult>, ValueTask, or ValueTask<TResult>.
An expression t
is awaitable if one of the following holds:
t
is of compile-time typedynamic
.t
has an accessible instance or extension method calledGetAwaiter
with no parameters and no type parameters, and a return typeA
for which all of the following hold:A
implements the interfaceSystem.Runtime.CompilerServices.INotifyCompletion
.A
has an accessible, readable instance propertyIsCompleted
of typebool
.A
has an accessible instance methodGetResult
with no parameters and no type parameters.
An equivalent of awaiting a signal in GDScript can be achieved with the await
keyword and
GodotObject.ToSignal
.
示例:
await ToSignal(timer, "timeout");
GD.Print("After timeout");