diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 8ae82e4c486..bf15f96291b 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -34,7 +34,8 @@
Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally.
Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called.
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _get(property):
if (property == "fake_property"):
print("Getting my property!")
@@ -44,7 +45,31 @@
return [
{ "name": "fake_property", "type": TYPE_INT }
]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override Variant _Get(StringName property)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print("Getting my property!");
+ return 4;
+ }
+ return default;
+ }
+
+ public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
+ {
+ return new Godot.Collections.Array<Godot.Collections.Dictionary>()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
@@ -53,7 +78,8 @@
Override this method to customize how script properties should be handled by the engine.
Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries.
The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
@tool
extends Node2D
@@ -80,7 +106,51 @@
})
return properties
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ [Tool]
+ public class MyNode2D : Node2D
+ {
+ private bool _holdingHammer;
+
+ [Export]
+ public bool HoldingHammer
+ {
+ get => _holdingHammer;
+ set
+ {
+ _holdingHammer = value;
+ NotifyPropertyListChanged();
+ }
+ }
+
+ public int HammerType { get; set; }
+
+ public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
+ {
+ // By default, `HammerType` is not visible in the editor.
+ var propertyUsage = PropertyUsageFlags.NoEditor;
+
+ if (HoldingHammer)
+ {
+ propertyUsage = PropertyUsageFlags.Default;
+ }
+
+ var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>();
+ properties.Add(new Godot.Collections.Dictionary()
+ {
+ { "name", "HammerType" },
+ { "type", (int)Variant.Type.Int },
+ { "usage", (int)propertyUsage }, // See above assignment.
+ { "hint", (int)PropertyHint.Enum },
+ { "hint_string", "Wooden,Iron,Golden,Enchanted" }
+ });
+
+ return properties;
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.
[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.
@@ -97,11 +167,22 @@
Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification].
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _notification(what):
if what == NOTIFICATION_PREDELETE:
print("Goodbye!")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Notification(long what)
+ {
+ if (what == NotificationPredelete)
+ {
+ GD.Print("Goodbye!");
+ }
+ }
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method.
@@ -128,7 +209,8 @@
Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation.
Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called.
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _set(property, value):
if (property == "fake_property"):
print("Setting my property to ", value)
@@ -137,7 +219,32 @@
return [
{ "name": "fake_property", "type": TYPE_INT }
]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Set(StringName property, Variant value)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print($"Setting my property to {value}");
+ return true;
+ }
+
+ return false;
+ }
+
+ public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
+ {
+ return new Godot.Collections.Array<Godot.Collections.Dictionary>()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
@@ -160,12 +267,29 @@
Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal].
- [codeblock]
+ [codeblocks]
+ [gdscript]
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ AddUserSignal("Hurt", new Godot.Collections.Array()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "damage" },
+ { "type", (int)Variant.Type.Int }
+ },
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "source" },
+ { "type", (int)Variant.Type.Object }
+ }
+ });
+ [/csharp]
+ [/codeblocks]
@@ -183,7 +307,7 @@
node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
@@ -201,7 +325,7 @@
node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
@@ -220,7 +344,7 @@
node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call
@@ -387,10 +511,11 @@
emit_signal("game_over")
[/gdscript]
[csharp]
- EmitSignal("hit", "sword", 100);
- EmitSignal("game_over");
+ EmitSignal("Hit", "sword", 100);
+ EmitSignal("GameOver");
[/csharp]
[/codeblocks]
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
@@ -416,7 +541,7 @@
var a = node.Get("rotation"); // a is 1.5
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
@@ -451,8 +576,8 @@
[csharp]
var node = new Node2D();
node.Position = new Vector2(5, -10);
- var a = node.GetIndexed("position"); # a is Vector2(5, -10)
- var b = node.GetIndexed("position:y"); # b is -10
+ var a = node.GetIndexed("position"); // a is Vector2(5, -10)
+ var b = node.GetIndexed("position:y"); // b is -10
[/csharp]
[/codeblocks]
[b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties.
@@ -541,6 +666,7 @@
Returns [code]true[/code] if the the given [param method] name exists in the object.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
@@ -548,6 +674,7 @@
Returns [code]true[/code] if the given [param signal] name exists in the object.
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
@@ -577,9 +704,9 @@
[/gdscript]
[csharp]
var sprite2d = new Sprite2D();
- sprite2d.IsClass("Sprite2D") // Returns true
- sprite2d.IsClass("Node") // Returns true
- sprite2d.IsClass("Node3D") // Returns false
+ sprite2d.IsClass("Sprite2D"); // Returns true
+ sprite2d.IsClass("Node"); // Returns true
+ sprite2d.IsClass("Node3D"); // Returns false
[/csharp]
[/codeblocks]
[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
@@ -591,6 +718,7 @@
Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
@@ -606,7 +734,8 @@
Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script.
If [param reversed] is [code]true[/code], the call order is reversed.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var player = Node2D.new()
player.set_script(load("res://player.gd"))
@@ -615,7 +744,18 @@
player.notification(NOTIFICATION_ENTER_TREE, true)
# The call order is player.gd -> Node2D -> Node -> Object.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var player = new Node2D();
+ player.SetScript(GD.Load("res://player.gd"));
+
+ player.Notification(NotificationEnterTree);
+ // The call order is Object -> Node -> Node2D -> player.gd.
+
+ player.notification(NotificationEnterTree, true);
+ // The call order is player.gd -> Node2D -> Node -> Object.
+ [/csharp]
+ [/codeblocks]
@@ -647,10 +787,10 @@
[csharp]
var node = new Node2D();
node.Set("global_scale", new Vector2(8, 2.5));
- GD.Print(node.GlobalScale); # Prints Vector2(8, 2.5)
+ GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
@@ -682,10 +822,13 @@
var node = new Node2D();
node.Rotation = 45f;
node.SetDeferred("rotation", 90f);
- GD.Print(node.Rotation); # Prints 45f;
+ GD.Print(node.Rotation); // Prints 45.0
+
+ await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
+ GD.Print(node.Rotation); // Prints 90.0
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.