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.
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Diferenças da API C# para GDScript¶
Esta é uma lista (incompleta) de diferenças entre as APIs do C# e do GDScript.
Diferenças gerais¶
Como explicado em Noções básicas de C#, C# geralmente usa o PascalCase
ao invés do snake_case
usado no GDScript e C++.
Escopo global¶
Funções globais e algumas constantes tiveram que ser movidas para classes, já que o C# não permite declará-las em namespaces. A maioria das constantes globais foram movidas para seus próprios enums.
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 especiais:
GDScript |
C# |
---|---|
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Funções matemáticas¶
Funções matemáticas globais, como abs
, acos
, asin
, atan
e atan2
estão localizadas sob Mathf
como Abs
, Acos
, Asin
, Atan
and Atan2
. A constante PI
pode ser encontrada como Mathf.Pi
.
C# also provides static System.Math and System.MathF classes that may contain other useful mathematical operations.
Funções aleatórias¶
Funções globais aleatórias, como rand_range
e rand_seed
, estão localizadas em GD
. Exemplo: GD.RandRange
e GD.RandSeed
.
Consider using System.Random or, if you need cryptographically strong randomness, System.Security.Cryptography.RandomNumberGenerator.
Outras funções¶
Many other global functions like print
and var_to_str
are located under GD
.
Example: GD.Print
and GD.VarToStr
.
Exceções:
GDScript |
C# |
---|---|
|
|
|
|
|
|
|
|
Dicas¶
Às vezes pode ser útil usar a diretiva using static
. Esta diretiva permite acessar os membros e tipos aninhados de uma classe sem especificar o nome da classe.
Exemplo:
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 |
max |
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 |
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) |
pré-carregamento
, da forma que funciona no GDScript, não está disponível em C#. Ao invés disso, use GD.Load
ou ResourceLoader.Load
.
@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.
Exemplo:
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);
Veja também: Sinais em 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")
Contudo, o C# não possui essa funcionalidade. Para atingir o mesmo efeito, você precisa fazer isso.
private Label _myLabel;
public override void _Ready()
{
_myLabel = GetNode<Label>("MyLabel");
}
Singletons¶
Singletons estão disponíveis como classes estáticas em vez de usar o padrão singleton. Isto é para fazer o código menos prolixo que seria com uma propriedade Instanciada
.
Exemplo:
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
.
Exemplo:
Input.Singleton.JoyConnectionChanged += Input_JoyConnectionChanged;
String¶
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.
Exemplo:
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) |
.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://
)
NodePath¶
O método a seguir foi convertido em uma propriedade com um nome diferente:
GDScript |
C# |
---|---|
|
|
Sinal¶
Os seguintes métodos foram convertidos em propriedades com seus respectivos nomes alterados:
GDScript |
C# |
---|---|
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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 Sinais em C#.
Callable¶
Os seguintes métodos foram convertidos em propriedades com seus respectivos nomes alterados:
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.
Os seguintes métodos foram convertidos em propriedades com seus respectivos nomes alterados:
GDScript |
C# |
---|---|
|
|
|
|
Base¶
Structs cannot have parameterless constructors in C#. Therefore, new Basis()
initializes all primitive members to their default value. Use Basis.Identity
for the equivalent of Basis()
in GDScript and C++.
O método a seguir foi convertido em uma propriedade com um nome diferente:
GDScript |
C# |
---|---|
|
|
Transform2D¶
Structs cannot have parameterless constructors in C#. Therefore, new Transform2D()
initializes all primitive members to their default value.
Please use Transform2D.Identity
for the equivalent of Transform2D()
in GDScript and C++.
Os seguintes métodos foram convertidos em propriedades com seus respectivos nomes alterados:
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++.
Os seguintes métodos foram convertidos em propriedades com seus respectivos nomes alterados:
GDScript |
C# |
---|---|
|
|
|
|
Rect2¶
O campo a seguir foi convertido em uma propriedade com um nome ligeiramente diferente:
GDScript |
C# |
---|---|
|
|
O método a seguir foi convertido em uma propriedade com um nome diferente:
GDScript |
C# |
---|---|
|
|
Rect2i¶
This type is named Rect2I
in C# to follow the .NET naming convention.
O campo a seguir foi convertido em uma propriedade com um nome ligeiramente diferente:
GDScript |
C# |
---|---|
|
|
O método a seguir foi convertido em uma propriedade com um nome diferente:
GDScript |
C# |
---|---|
|
|
AABB¶
This type is named Aabb
in C# to follow the .NET naming convention.
O método a seguir foi convertido em uma propriedade com um nome diferente:
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++.
Cor¶
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.
O método a seguir foi convertido em uma propriedade com um nome diferente:
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# |
---|---|
|
|
|
|
Vetor¶
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#.
Dicionário¶
Use Godot.Collections.Dictionary
for an untyped Variant
dictionary.
Godot.Collections.Dictionary<TKey, TValue>
is a type-safe wrapper around Godot.Collections.Dictionary
.
See also Dictionary in C#.
Variante¶
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.
Comunicando com outras linguagens de script¶
Isso é explicado extensivamente em Scripting entre linguagens.
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
.
Exemplo:
await ToSignal(timer, "timeout");
GD.Print("After timeout");