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...
Diferencias de la API de C# con GDScript
Esta es una lista (incompleta) de diferencias de la API de C# y GDScript.
Diferencias generales
As explained in Diferencias generales entre C# y GDScript, PascalCase
is used
to access Godot APIs in C# instead of the snake_case
used by GDScript and
C++. Where possible, fields and getters/setters have been converted to
properties. In general, the C# Godot API strives to be as idiomatic as is
reasonably possible. See the Guía de estilo de C#, which we encourage
you to also use for your own C# code.
In GDScript, the setters/getters of a property can be called directly, although
this is not encouraged. In C#, only the property is defined. For example, to
translate the GDScript code x.set_name("Friend")
to C#, write
x.Name = "Friend";
.
A C# IDE will provide intellisense, which is extremely useful when figuring out renamed C# APIs. The built-in Godot script editor has no support for C# intellisense, and it also doesn't provide many other C# development tools that are considered essential. See Configuración de un editor externo.
Ámbito Global
Las funciones globales y algunas constantes tuvieron que ser movidas a clases, ya que C# no permite declararlas dentro de "espacios con nombre". La mayoría de las constantes globales fueron movidas a sus propias enumeraciones.
Constantes
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.
Casos especiales:
GDScript |
C# |
---|---|
|
|
|
|
Funciones Matemáticas
Las funciones matemáticas como abs
, acos
, asin
, atan
y atan2
se encuentran como miembros de``Mathf`` así: Abs
, Acos
, Asin
, Atan
y Atan2
. La constante PI
se encuentra como Mathf.Pi
.
C# also provides static System.Math and System.MathF classes that may contain other useful mathematical operations.
Funciones Random
Las funciones globales random como rand_range
y `rand_seed
se encuentran bajo GD
, Ejemplo: GD.RandRange
y `GD.Rand_Seed
.
Consider using System.Random or, if you need cryptographically strong randomness, System.Security.Cryptography.RandomNumberGenerator.
Otras funciones
Many other global functions like print
and var_to_str
are located under GD
.
Example: GD.Print
and GD.VarToStr
.
Excepciones:
GDScript |
C# |
---|---|
|
|
|
|
|
|
|
|
Trucos
Algunas veces puede ser útil usar la directiva using static
. Ésta directiva permite acceder a los miembros y tipos anidados de una clase sin especificar el nombre de la clase.
Ejemplo:
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 |
acosh |
Mathf.Acosh |
angle_difference |
Mathf.AngleDifference |
asin |
Mathf.Asin |
asinh |
Mathf.Asinh |
atan |
Mathf.Atan |
atan2 |
Mathf.Atan2 |
atanh |
Mathf.Atanh |
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_interpolate_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 |
maximo |
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 |
rotate_toward |
Mathf.RotateToward |
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 |
type_convert |
Variant.As<T> or GD.Convert |
type_string |
Variant.Type.ToString |
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 |
Lista de las funciones de utilidad de GDScript y sus equivalentes en 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 |
precarga |
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
, sí como trabaja en GDScript, no está disponible en C#. Usa GD.Load
o ResourceLoader.Load
en su lugar.
@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.
Ejemplo:
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# exported properties.
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);
Ver también: Señales en C#.
@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")
Sin embargo, C # no tiene esta capacidad. Para lograr el mismo efecto, debe hacer esto.
private Label _myLabel;
public override void _Ready()
{
_myLabel = GetNode<Label>("MyLabel");
}
Instancias únicas
Las instancias únicas están disponibles como clases estáticas en lugar de usar el patrón de instancia única. Esto es para hacer el código más legible de lo que sería con una propiedad Instance
.
Ejemplo:
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
.
Ejemplo:
Input.Singleton.JoyConnectionChanged += Input_JoyConnectionChanged;
If you are developing main screen plugins, it is essential to note that
EditorInterface
is not a static class in C#, unlike in GDScript.
Therefore, you must use the singleton pattern to obtain an instance of the
EditorInterface
:
GDScript |
C# |
---|---|
|
|
Cadena
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.
Ejemplo:
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) |
reverse |
N/A |
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 StringExtensions.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) |
Nota
.NET provides path utility methods under the
System.IO.Path
class. They can only be used with native OS paths, not Godot paths
(paths that start with res://
or user://
).
See Rutas de archivo en proyectos de Godot.
Ruta del nodo
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
Señal
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
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 Señales en C#.
Callable
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
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.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
|
|
Basis
Las estructuras no pueden tener constructores sin parámetros en C#, por lo tanto new Basis()
inicializa todos los miembros originales a su valor por defecto. Usa Basis.Identity
para el equivalente a Basis()
en GDScript y C++.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
Transform2D
Las estructuras no pueden tener constructores sin parámetros en C#. Por lo tanto, new Transform2D()
inicializa todos los miembros primitivos a su valor por defecto. Por favor, usa Transform2D.Identity
para el equivalente de Transform2D()
en GDScript y C++.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
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++.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
|
|
Rect2
Los siguientes campos se convirtieron en propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
end |
End |
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
Rect2i
This type is named Rect2I
in C# to follow the .NET naming convention.
Los siguientes campos se convirtieron en propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
end |
End |
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
GDScript |
C# |
---|---|
|
|
AABB
This type is named Aabb
in C# to follow the .NET naming convention.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
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++.
Color
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.
Los siguientes métodos fueron convertidos a propiedades con sus respectivos nombres cambiados:
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# |
---|---|
|
|
|
|
Arreglo
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#.
Diccionario
Use Godot.Collections.Dictionary
for an untyped Variant
dictionary.
Godot.Collections.Dictionary<TKey, TValue>
is a type-safe wrapper around Godot.Collections.Dictionary
.
Ver también Dictionary en 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.
Comunicándose con otros lenguajes de scripting
Esto se explica ampliamente en Scripting de varios lenguajes.
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
.
Ejemplo:
public async Task SomeFunction()
{
await ToSignal(timer, Timer.SignalName.Timeout);
GD.Print("After timeout");
}