pandemonium_engine_docs/tutorials/scripting/cross_language_scripting.rst

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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.
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gdscript GDScript
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```
extends Node
var str1 : String = "foo"
var str2 : String setget ,get_str2
func get_str2() -> String:
return "foofoo"
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)
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```
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>`.
::
var my_csharp_script = load("res://path_to_cs_file.cs")
var my_csharp_node = my_csharp_script.new()
print(my_csharp_node.str2) # barbar
.. 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.
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
GDScript MyGDScript = (GDScript) GD.Load("res://path_to_gd_file.gd");
Object myGDScriptNode = (Godot.Object) MyGDScript.New(); // This is a Godot.Object
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.
::
print(my_csharp_node.str1) # bar
my_csharp_node.str1 = "BAR"
print(my_csharp_node.str1) # BAR
print(my_csharp_node.str2) # barbar
# my_csharp_node.str2 = "BARBAR" # This line will hang and crash
Note that it doesn't matter if the field is defined as a property or an
attribute. However, trying to set a value on a property that does not define
a setter will result in a crash.
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:`Object.Get() <class_Object_method_get>`
and :ref:`Object.Set() <class_Object_method_set>`. The first argument is the name of the field you want to access.
.. code-block:: csharp
GD.Print(myGDScriptNode.Get("str1")); // foo
myGDScriptNode.Set("str1", "FOO");
GD.Print(myGDScriptNode.Get("str1")); // FOO
GD.Print(myGDScriptNode.Get("str2")); // foofoo
// myGDScriptNode.Set("str2", "FOOFOO"); // This line won't do anything
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```.
::
my_csharp_node.PrintNodeName(self) # myGDScriptNode
# my_csharp_node.PrintNodeName() # This line will fail.
my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there!
my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c
my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3
Calling GDScript methods from C#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To call GDScript methods from C# you'll need to use
:ref:`Object.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
myGDScriptNode.Call("print_node_name", this); // my_csharp_node
// myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out.
myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there!
// When dealing with functions taking a single array as arguments, we need to be careful.
// If we don't cast it into an object, the engine will treat each element of the array as a separate argument and the call will fail.
String[] arr = new String[] { "a", "b", "c" };
// myGDScriptNode.Call("print_array", arr); // This line will fail silently and won't error out.
myGDScriptNode.Call("print_array", (object)arr); // a, b, c
myGDScriptNode.Call("print_array", (object)new int[] { 1, 2, 3 }); // 1, 2, 3
// Note how the type of each array entry does not matter as long as it can be handled by the marshaller
.. warning::
As you can see, if the first argument of the called method is an array,
you'll need to cast it as ``object``.
Otherwise, each element of your array will be treated as a single argument
and the function signature won't match.
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.