Files
godot-docs/tutorials/scripting/c_sharp/c_sharp_variant.rst
T

207 lines
8.0 KiB
ReStructuredText

.. _doc_c_sharp_variant:
C# Variant
==========
For a detailed explanation of Variant in general, see the :ref:`Variant <class_Variant>` documentation page.
``Godot.Variant`` is used to represent Godot's native :ref:`Variant <class_Variant>` type. Any Variant-compatible type can be converted from/to it.
We recommend avoiding ``Godot.Variant`` unless it is necessary to interact with untyped engine APIs.
Take advantage of C#'s type safety when possible.
Converting from a supported type to ``Godot.Variant`` can be done using implicit conversions. Also
available are ``CreateFrom`` method overloads and the generic ``Variant.From<T>`` methods.
.. code-block:: csharp
int x = 42;
Godot.Variant number = x;
Godot.Variant hello = "Hello, World!";
Godot.Variant number2 = Godot.Variant.CreateFrom(x);
Godot.Variant number3 = Godot.Variant.From(x);
Implicit conversions to ``Godot.Variant`` make passing variants as method arguments very convenient.
For example, ``final_val`` of :ref:`tween_property<class_Tween_method_tween_property>`.
.. code-block:: csharp
Tween tween = CreateTween();
tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f);
Converting from ``Godot.Variant`` to a supported type can be done using explicit conversions. Also
available are ``Variant.As{TYPE}`` methods or the generic ``Variant.As<T>`` method.
.. code-block:: csharp
int cSharpNumber = (int)number;
string cSharpHello = (string)hello;
int cSharpNumber2 = number.As<int>();
string cSharpHello2 = hello.AsString();
.. note::
All methods of converting from ``Godot.Variant`` to a C# type behave the same way. If conversion
is not possible, the default value of the target type or an empty array is returned. An
exception is not thrown.
A matching type is not necessary for a conversion to succeed. For example, all variants are
convertible to ``string``.
.. code-block:: csharp
string s = Variant.From(new Vector3(1, 3, 9)).As<string>();
GD.Print(s); // (1, 3, 9)
Some C# types are not directly represented by ``Variant.Type``. The ``Variant.As{TYPE}`` method uses
a more specific name to represent them.
.. code-block:: csharp
int cSharpNumber3 = number.AsInt32();
To convert ``Godot.Variant`` to a C# ``object`` without specifying a more specific target type, use
the ``Variant.Obj`` property. This can be used to compare two variants that both have unknown types
using the equality operator ``==``. When possible, prefer more specific conversions. ``Variant.Obj``
may result in unnecessary boxing of value types.
.. note::
Since the Variant type in C# is a struct, it can't be null. To create a "null"
Variant, use the ``default`` keyword or ``Godot.Variant`` parameterless constructor.
Variant-compatible types
------------------------
* All the `built-in value types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_,
except ``decimal``, ``nint`` and ``nuint``.
* ``string``.
* Classes derived from :ref:`GodotObject <class_Object>`.
* Collections types defined in the ``Godot.Collections`` namespace.
Full list of Variant types and their equivalent C# type:
======================= ===========================================================
Variant.Type C# Type
======================= ===========================================================
``Nil`` ``null`` (Not a type)
``Bool`` ``bool``
``Int`` ``long`` (Godot stores 64-bit integers in Variant)
``Float`` ``double`` (Godot stores 64-bit floats in Variant)
``String`` ``string``
``Vector2`` ``Godot.Vector2``
``Vector2I`` ``Godot.Vector2I``
``Rect2`` ``Godot.Rect2``
``Rect2I`` ``Godot.Rect2I``
``Vector3`` ``Godot.Vector3``
``Vector3I`` ``Godot.Vector3I``
``Transform2D`` ``Godot.Transform2D``
``Vector4`` ``Godot.Vector4``
``Vector4I`` ``Godot.Vector4I``
``Plane`` ``Godot.Plane``
``Quaternion`` ``Godot.Quaternion``
``Aabb`` ``Godot.Aabb``
``Basis`` ``Godot.Basis``
``Transform3D`` ``Godot.Transform3D``
``Projection`` ``Godot.Projection``
``Color`` ``Godot.Color``
``StringName`` ``Godot.StringName``
``NodePath`` ``Godot.NodePath``
``Rid`` ``Godot.Rid``
``Object`` ``Godot.GodotObject`` or any derived type.
``Callable`` ``Godot.Callable``
``Signal`` ``Godot.Signal``
``Dictionary`` ``Godot.Collections.Dictionary``
``Array`` ``Godot.Collections.Array``
``PackedByteArray`` ``byte[]``
``PackedInt32Array`` ``int[]``
``PackedInt64Array`` ``long[]``
``PackedFloat32Array`` ``float[]``
``PackedFloat64Array`` ``double[]``
``PackedStringArray`` ``string[]``
``PackedVector2Array`` ``Godot.Vector2[]``
``PackedVector3Array`` ``Godot.Vector3[]``
``PackedColorArray`` ``Godot.Color[]``
======================= ===========================================================
.. warning::
Godot uses 64-bit integers and floats in Variant. Smaller integer and float types
such as ``int``, ``short`` and ``float`` are supported since they can fit in the
bigger type. Be aware that when a conversion is performed, using the wrong
type will result in potential precision loss.
.. warning::
Enums are supported by ``Godot.Variant`` since their underlying type is an integer
type which are all compatible. However, implicit conversions don't exist, enums must
be manually converted to their underlying integer type before they can converted to/from
``Godot.Variant`` or use the generic ``Variant.As<T>`` and ``Variant.From<T>`` methods
to convert them.
.. code-block:: csharp
enum MyEnum { A, B, C }
Variant variant1 = (int)MyEnum.A;
MyEnum enum1 = (MyEnum)(int)variant1;
Variant variant2 = Variant.From(MyEnum.A);
MyEnum enum2 = variant2.As<MyEnum>();
Using Variant in a generic context
----------------------------------
When using generics, you may be interested in restricting the generic ``T`` type to be
only one of the Variant-compatible types. This can be achieved using the ``[MustBeVariant]``
attribute.
.. code-block:: csharp
public void MethodThatOnlySupportsVariants<[MustBeVariant] T>(T onlyVariant)
{
// Do something with the Variant-compatible value.
}
Combined with the generic ``Variant.From<T>`` allows you to obtain an instance of ``Godot.Variant``
from an instance of a generic ``T`` type. Then it can be used in any API that only supports the
``Godot.Variant`` struct.
.. code-block:: csharp
public void Method1<[MustBeVariant] T>(T variantCompatible)
{
Variant variant = Variant.From(variantCompatible);
Method2(variant);
}
public void Method2(Variant variant)
{
// Do something with variant.
}
In order to invoke a method with a generic parameter annotated with the ``[MustBeVariant]``
attribute, the value must be a Variant-compatible type or a generic ``T`` type annotated
with the ``[MustBeVariant]`` attribute as well.
.. code-block:: csharp
public class ObjectDerivedClass : GodotObject { }
public class NonObjectDerivedClass { }
public void Main<[MustBeVariant] T1, T2>(T1 someGeneric1, T2 someGeneric2)
{
MyMethod(42); // Works because `int` is a Variant-compatible type.
MyMethod(new ObjectDerivedClass()); // Works because any type that derives from `GodotObject` is a Variant-compatible type.
MyMethod(new NonObjectDerivedClass()); // Does NOT work because the type is not Variant-compatible.
MyMethod(someGeneric1); // Works because `T1` is annotated with the `[MustBeVariant]` attribute.
MyMethod(someGeneric2); // Does NOT work because `T2` is NOT annotated with the `[MustBeVariant]` attribute.
}
public void MyMethod<[MustBeVariant] T>(T variant)
{
// Do something with variant.
}