クロスランゲージでのスクリプト作成

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.

次の2つのスクリプトは、このページ全体で参照として使用されます。

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_x_times(msg : String, n : int) -> void:
    for i in range(n):
        print(msg)
public class MyCSharpNode : Node
{
    public String str1 = "bar";
    public String str2 { get { return "barbar"; } }

    public void PrintNodeName(Node node)
    {
        GD.Print(node.GetName());
    }

    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);
        }
    }
}

ノードのインスタンス化

シーンツリーのノードを使用していない場合は、コードから直接ノードをインスタンス化することをお勧めします。

GDScriptからのC#ノードのインスタンス化

Using C# from GDScript doesn't need much work. Once loaded (see リソースとしてのクラス), the script can be instantiated with 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

警告

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.

たとえば、MyCoolNode.csにはMyCoolNodeという名前のクラスが含まれている必要があります。

You also need to check your .cs file is referenced in the project's .csproj file. Otherwise, the same error will occur.

C#からのGDScriptノードのインスタンス化

C#側から見ても、すべてが同じように機能します。ロードされると、GDScriptは GDScript.New() でインスタンス化できます。

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 Object, but you can use type conversion like explained in 型変換とキャスト.

フィールドへのアクセス

GDScriptからC#フィールドにアクセスする

GDScriptからC#フィールドにアクセスするのは簡単です。心配する必要はありません。

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.

C#からGDScriptフィールドにアクセスする

C#は静的に型指定されるため、C#からGDScriptにアクセスするのはもう少し複雑です。 Object.Get() および Object.Set() を使用する必要があります。最初の引数は、アクセスするフィールドの名前です。

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

フィールド値を設定するときは、GDScript側が知っている型のみを使用する必要があることに注意してください。基本的に、GDScriptの基本 または Object を拡張するクラスで説明されている組み込み型を使用する必要があります。

メソッドの呼び出し

GDScriptからのC#メソッドの呼び出し

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

C#からのGDScriptメソッドの呼び出し

To call GDScript methods from C# you'll need to use Object.Call(). The first argument is the name of the method you want to call. The following arguments will be passed to said method.

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

警告

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.

継承

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 for more information.