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GDScript 中的靜態型別

在本指南中,我們將學到:

  • how to use static typing in GDScript;

  • that static types can help you avoid bugs;

  • that static typing improves your experience with the editor.

Where and how you use this language feature is entirely up to you: you can use it only in some sensitive GDScript files, use it everywhere, or don't use it at all.

靜態型別可以在變數、常數、函式、參數、與回傳型別上使用。

靜態型別簡介

With static typing, GDScript can detect more errors without even running the code. Also type hints give you and your teammates more information as you're working, as the arguments' types show up when you call a method. Static typing improves editor autocompletion and documentation of your scripts.

Imagine you're programming an inventory system. You code an Item class, then an Inventory. To add items to the inventory, the people who work with your code should always pass an Item to the Inventory.add() method. With types, you can enforce this:

class_name Inventory


func add(reference: Item, amount: int = 1):
    var item := find_item(reference)
    if not item:
        item = _instance_item_from_db(reference)
    item.amount += amount

Static types also give you better code completion options. Below, you can see the difference between a dynamic and a static typed completion options.

You've probably encountered a lack of autocomplete suggestions after a dot:

Completion options for dynamic typed code.

This is due to dynamic code. Godot cannot know what value type you're passing to the function. If you write the type explicitly however, you will get all methods, properties, constants, etc. from the value:

Completion options for static typed code.

小訣竅

If you prefer static typing, we recommend enabling the Text Editor > Completion > Add Type Hints editor setting. Also consider enabling some warnings that are disabled by default.

Also, typed GDScript improves performance by using optimized opcodes when operand/argument types are known at compile time. More GDScript optimizations are planned in the future, such as JIT/AOT compilation.

整體上來說,加上型別能帶來更結構化的體驗,有助於避免錯誤以及讓腳本能自行說明功能。對於在團隊中合作或長期專案來說特別實用:研究指出,開發者花費較多的時間閱讀其他人或自己以前寫過但已經忘記的程式碼。程式碼越清楚、結構越明白,就越容易能理解,並能讓開發者更快開始工作。

如何使用靜態型別

To define the type of a variable, parameter, or constant, write a colon after the name, followed by its type. E.g. var health: int. This forces the variable's type to always stay the same:

var damage: float = 10.5
const MOVE_SPEED: float = 50.0
func sum(a: float = 0.0, b: float = 0.0) -> float:
    return a + b

Godot will try to infer types if you write a colon, but you omit the type:

var damage := 10.5
const MOVE_SPEED := 50.0
func sum(a := 0.0, b := 0.0) -> float:
    return a + b

備註

  1. There is no difference between = and := for constants.

  2. You don't need to write type hints for constants, as Godot sets it automatically from the assigned value. But you can still do so to make the intent of your code clearer. Also, this is useful for typed arrays (like const A: Array[int] = [1, 2, 3]), since untyped arrays are used by default.

What can be a type hint

Here is a complete list of what can be used as a type hint:

  1. Variant. Any type. In most cases this is not much different from an untyped declaration, but increases readability. As a return type, forces the function to explicitly return some value.

  2. (Only return type) void. Indicates that the function does not return any value.

  3. Built-in types.

  4. Native classes (Object, Node, Area2D, Camera2D, etc.).

  5. Global classes.

  6. Inner classes.

  7. Global, native and custom named enums. Note that an enum type is just an int, there is no guarantee that the value belongs to the set of enum values.

  8. Constants (including local ones) if they contain a preloaded class or enum.

You can use any class, including your custom classes, as types. There are two ways to use them in scripts. The first method is to preload the script you want to use as a type in a constant:

const Rifle = preload("res://player/weapons/rifle.gd")
var my_rifle: Rifle

The second method is to use the class_name keyword when you create. For the example above, your rifle.gd would look like this:

class_name Rifle
extends Node2D

If you use class_name, Godot registers the Rifle type globally in the editor, and you can use it anywhere, without having to preload it into a constant:

var my_rifle: Rifle

Specify the return type of a function with the arrow ->

To define the return type of a function, write a dash and a right angle bracket -> after its declaration, followed by the return type:

func _process(delta: float) -> void:
    pass

The type void means the function does not return anything. You can use any type, as with variables:

func hit(damage: float) -> bool:
    health_points -= damage
    return health_points <= 0

You can also use your own classes as return types:

# Adds an item to the inventory and returns it.
func add(reference: Item, amount: int) -> Item:
    var item: Item = find_item(reference)
    if not item:
        item = ItemDatabase.get_instance(reference)

    item.amount += amount
    return item

Covariance and contravariance

When inheriting base class methods, you should follow the Liskov substitution principle.

Covariance: When you inherit a method, you can specify a return type that is more specific (subtype) than the parent method.

Contravariance: When you inherit a method, you can specify a parameter type that is less specific (supertype) than the parent method.

範例:

class_name Parent


func get_property(param: Label) -> Node:
    # ...
class_name Child extends Parent


# `Control` is a supertype of `Label`.
# `Node2D` is a subtype of `Node`.
func get_property(param: Control) -> Node2D:
    # ...

Specify the element type of an Array

To define the type of an Array, enclose the type name in [].

An array's type applies to for loop variables, as well as some operators like [], []=, and +. Array methods (such as push_back) and other operators (such as ==) are still untyped. Built-in types, native and custom classes, and enums may be used as element types. Nested array types are not supported.

var scores: Array[int] = [10, 20, 30]
var vehicles: Array[Node] = [$Car, $Plane]
var items: Array[Item] = [Item.new()]
# var arrays: Array[Array] -- disallowed

for score in scores:
    # score has type `int`

# The following would be errors:
scores += vehicles
var s: String = scores[0]
scores[0] = "lots"

Since Godot 4.2, you can also specify a type for the loop variable in a for loop. For instance, you can write:

var names = ["John", "Marta", "Samantha", "Jimmy"]
for name: String in names:
    pass

The array will remain untyped, but the name variable within the for loop will always be of String type.

Type casting

Type casting is an important concept in typed languages. Casting is the conversion of a value from one type to another.

Imagine an Enemy in your game, that extends Area2D. You want it to collide with the Player, a CharacterBody2D with a script called PlayerController attached to it. You use the body_entered signal to detect the collision. With typed code, the body you detect is going to be a generic PhysicsBody2D, and not your PlayerController on the _on_body_entered callback.

You can check if this PhysicsBody2D is your Player with the as keyword, and using the colon : again to force the variable to use this type. This forces the variable to stick to the PlayerController type:

func _on_body_entered(body: PhysicsBody2D) -> void:
    var player := body as PlayerController
    if not player:
        return

    player.damage()

As we're dealing with a custom type, if the body doesn't extend PlayerController, the player variable will be set to null. We can use this to check if the body is the player or not. We will also get full autocompletion on the player variable thanks to that cast.

備註

The as keyword silently casts the variable to null in case of a type mismatch at runtime, without an error/warning. While this may be convenient in some cases, it can also lead to bugs. Use the as keyword only if this behavior is intended. A safer alternative is to use the is keyword:

if not (body is PlayerController):
    push_error("Bug: body is not PlayerController.")

var player: PlayerController = body
if not player:
    return

player.damage()

or assert() statement:

assert(body is PlayerController, "Bug: body is not PlayerController.")

var player: PlayerController = body
if not player:
    return

player.damage()

備註

若試著轉換型別為內建型別而失敗的話,Godot 會拋出錯誤。

安全行

You can also use casting to ensure safe lines. Safe lines are a tool to tell you when ambiguous lines of code are type-safe. As you can mix and match typed and dynamic code, at times, Godot doesn't have enough information to know if an instruction will trigger an error or not at runtime.

Godot 無法推定型別的狀況通常發生在取得子節點時。以 Timer 為例,我們使用動態程式碼來取得節點並保存在 $Timer 中。GDScript 支援 鴨子型別 ,所以即使 Timer 是 Timer 型別,Timer 同時也會是其繼承的 NodeObject 兩個類別。使用動態 GDScript 時,只要節點上有我們需要的方法,就不需要去在意節點是什麼型別。

我們可以使用型別轉換來告訴 Godot 在取得節點的時候預期取得什麼型別,如 ($Timer as Timer), ($Player as KinematicBody2D) …等。Godot 會確保該型別是否有效,而有效的話則會將腳本編輯器左邊的行號變成綠色。

不安全 vs 安全的行

非安全行 (第 7 行) vs 安全行 (第 6 行與第 8 行)

備註

Safe lines do not always mean better or more reliable code. See the note above about the as keyword. For example:

@onready var node_1 := $Node1 as Type1 # Safe line.
@onready var node_2: Type2 = $Node2 # Unsafe line.

Even though node_2 declaration is marked as an unsafe line, it is more reliable than node_1 declaration. Because if you change the node type in the scene and accidentally forget to change it in the script, the error will be detected immediately when the scene is loaded. Unlike node_1, which will be silently cast to null and the error will be detected later.

備註

可以在編輯器設定中關閉安全行或更改安全行的色彩。

靜態或動態:只選擇一種風格

有型別的 GDScript 與動態 GDScript 可以在同一個專案中共存,但我們建議固定一種風格來在程式碼中保持一貫性,團隊成員也應固定來保持一貫。若大家都遵守同一個方針的話,也更容易一起工作並更快地閱讀理解他人的程式碼。

Typed code takes a little more writing, but you get the benefits we discussed above. Here's an example of the same, empty script, in a dynamic style:

extends Node


func _ready():
    pass


func _process(delta):
    pass

And with static typing:

extends Node


func _ready() -> void:
    pass


func _process(delta: float) -> void:
    pass

As you can see, you can also use types with the engine's virtual methods. Signal callbacks, like any methods, can also use types. Here's a body_entered signal in a dynamic style:

func _on_area_2d_body_entered(body):
    pass

And the same callback, with type hints:

func _on_area_entered(area: CollisionObject2D) -> void:
    pass

警告系統

備註

Detailed documentation about the GDScript warning system has been moved to GDScript 警告系統.

From version 3.1, Godot gives you warnings about your code as you write it: the engine identifies sections of your code that may lead to issues at runtime, but lets you decide whether or not you want to leave the code as it is.

We have a number of warnings aimed specifically at users of typed GDScript. By default, these warnings are disabled, you can enable them in Project Settings (Debug > GDScript, make sure Advanced Settings is enabled).

You can enable the UNTYPED_DECLARATION warning if you want to always use static types. Additionally, you can enable the INFERRED_DECLARATION warning if you prefer a more readable and reliable, but more verbose syntax.

UNSAFE_* warnings make unsafe operations more noticeable, than unsafe lines. Currently, UNSAFE_* warnings do not cover all cases that unsafe lines cover.

Cases where you can't specify types

To wrap up this introduction, let's mention cases where you can't use type hints. This will trigger a syntax error.

  1. You can't specify the type of individual elements in an array or a dictionary:

    var enemies: Array = [$Goblin: Enemy, $Zombie: Enemy]
    var character: Dictionary = {
        name: String = "Richard",
        money: int = 1000,
        inventory: Inventory = $Inventory,
    }
    
  2. Nested types are not currently supported:

    var teams: Array[Array[Character]] = []
    
  3. Typed dictionaries are not currently supported:

    var map: Dictionary[Vector2i, Item] = {}
    

總結

Typed GDScript is a powerful tool. It helps you write more structured code, avoid common errors, and create scalable and reliable systems. Static types improve GDScript performance and more optimizations are planned for the future.