Port code examples to C# (D)
Includes: * Decal * Dictionary * Directory * DisplayServer * DTLSServer * DynamicFont * EditorImportPlugin * EditorPlugin * EditorScenePostImport * EditorScript * EditorSettings * EditorTranslationParserPlugin * Engine * Expression Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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14 changed files with 645 additions and 114 deletions
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@ -9,7 +9,8 @@
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Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior.
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[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
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Creating a dictionary:
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_dir = {} # Creates an empty dictionary.
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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var another_dir = {
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@ -17,28 +18,74 @@
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key2: value2,
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key3: value3,
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}
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[/codeblock]
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[/gdscript]
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[csharp]
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var myDir = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
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var pointsDir = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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[/csharp]
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[/codeblocks]
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You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
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[codeblock]
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export(String, "White", "Yellow", "Orange") var my_color
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[codeblocks]
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[gdscript]
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export(string, "White", "Yellow", "Orange") var my_color
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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func _ready():
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# We can't use dot syntax here as `my_color` is a variable.
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var points = points_dir[my_color]
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[/codeblock]
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[/gdscript]
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[csharp]
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[Export(PropertyHint.Enum, "White,Yellow,Orange")]
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public string MyColor { get; set; }
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public Godot.Collections.Dictionary pointsDir = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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public override void _Ready()
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{
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int points = (int)pointsDir[MyColor];
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}
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[/csharp]
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[/codeblocks]
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In the above code, [code]points[/code] will be assigned the value that is paired with the appropriate color selected in [code]my_color[/code].
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Dictionaries can contain more complex data:
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[codeblock]
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[codeblocks]
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[gdscript]
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my_dir = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key.
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[/codeblock]
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[/gdscript]
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[csharp]
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var myDir = new Godot.Collections.Dictionary
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{
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{"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
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};
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[/csharp]
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[/codeblocks]
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To add a key to an existing dictionary, access it like an existing key and assign to it:
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[codeblock]
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[codeblocks]
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[gdscript]
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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points_dir["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
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[/codeblock]
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[/gdscript]
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[csharp]
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var pointsDir = new Godot.Collections.Dictionary
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{
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{"White", 50},
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{"Yellow", 75},
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{"Orange", 100}
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};
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pointsDir["blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
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[/csharp]
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[/codeblocks]
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Finally, dictionaries can contain different types of keys and values in the same dictionary:
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[codeblock]
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[codeblocks]
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[gdscript]
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# This is a valid dictionary.
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# To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
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# Indexing styles can be mixed and matched depending on your needs.
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@ -48,29 +95,75 @@
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7: "Hello",
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"sub_dir": {"sub_key": "Nested value"},
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}
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[/codeblock]
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[/gdscript]
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[csharp]
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// This is a valid dictionary.
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// To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
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// Indexing styles can be mixed and matched depending on your needs.
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var myDir = new Godot.Collections.Dictionary {
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{"String Key", 5},
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{4, new Godot.Collections.Array{1,2,3}},
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{7, "Hello"},
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{"sub_dir", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
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};
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:
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[codeblock]
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array1 = [1, 2, 3]
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array2 = [1, 2, 3]
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[codeblocks]
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[gdscript]
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var array1 = [1, 2, 3]
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var array2 = [1, 2, 3]
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func compare_arrays():
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print(array1 == array2) # Will print true.
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dir1 = {"a": 1, "b": 2, "c": 3}
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dir2 = {"a": 1, "b": 2, "c": 3}
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var dir1 = {"a": 1, "b": 2, "c": 3}
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var dir2 = {"a": 1, "b": 2, "c": 3}
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func compare_dictionaries():
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print(dir1 == dir2) # Will NOT print true.
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[/codeblock]
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[/gdscript]
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[csharp]
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// You have to use GD.Hash().
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public Godot.Collections.Array array1 = new Godot.Collections.Array{1, 2, 3};
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public Godot.Collections.Array array2 = new Godot.Collections.Array{1, 2, 3};
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public void CompareArrays()
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{
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GD.Print(array1 == array2); // Will print FALSE!!
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GD.Print(GD.Hash(array1) == GD.Hash(array2)); // Will print true.
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}
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public Godot.Collections.Dictionary dir1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
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public Godot.Collections.Dictionary dir2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
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public void CompareDictionaries()
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{
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GD.Print(dir1 == dir2); // Will NOT print true.
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}
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[/csharp]
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[/codeblocks]
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You need to first calculate the dictionary's hash with [method hash] before you can compare them:
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[codeblock]
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dir1 = {"a": 1, "b": 2, "c": 3}
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dir2 = {"a": 1, "b": 2, "c": 3}
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[codeblocks]
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[gdscript]
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var dir1 = {"a": 1, "b": 2, "c": 3}
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var dir2 = {"a": 1, "b": 2, "c": 3}
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func compare_dictionaries():
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print(dir1.hash() == dir2.hash()) # Will print true.
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[/codeblock]
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[/gdscript]
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[csharp]
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// You have to use GD.Hash().
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public Godot.Collections.Dictionary dir1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
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public Godot.Collections.Dictionary dir2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
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public void CompareDictionaries()
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{
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GD.Print(GD.Hash(dir1) == GD.Hash(dir2)); // Will print true.
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
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@ -129,11 +222,20 @@
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<description>
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Returns [code]true[/code] if the dictionary has a given key.
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[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
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[codeblock]
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[codeblocks]
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[gdscript]
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# Will evaluate to `true`.
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if "godot" in {"godot": "engine"}:
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pass
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[/codeblock]
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[/gdscript]
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[csharp]
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// You have to use Contains() here as an alternative to GDScript's `in` operator.
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if (new Godot.Collections.Dictionary{{"godot", "engine"}}.Contains("godot"))
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{
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// I am executed.
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}
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[/csharp]
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[/codeblocks]
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This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code].
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</description>
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</method>
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@ -151,12 +253,21 @@
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</return>
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<description>
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Returns a hashed integer value representing the dictionary contents. This can be used to compare dictionaries by value:
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[codeblock]
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[codeblocks]
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[gdscript]
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var dict1 = {0: 10}
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var dict2 = {0: 10}
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# The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
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print(dict1.hash() == dict2.hash())
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[/codeblock]
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[/gdscript]
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[csharp]
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var dict1 = new Godot.Collections.Dictionary{{0, 10}};
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var dict2 = new Godot.Collections.Dictionary{{0, 10}};
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// The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
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// Dictionary has no Hash() method. Use GD.Hash() instead.
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GD.Print(GD.Hash(dict1) == GD.Hash(dict2));
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
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</description>
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</method>
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