GodotSharp.SourceGenerators 2.3.4

dotnet add package GodotSharp.SourceGenerators --version 2.3.4
NuGet\Install-Package GodotSharp.SourceGenerators -Version 2.3.4
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GodotSharp.SourceGenerators" Version="2.3.4" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GodotSharp.SourceGenerators --version 2.3.4
#r "nuget: GodotSharp.SourceGenerators, 2.3.4"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install GodotSharp.SourceGenerators as a Cake Addin
#addin nuget:?package=GodotSharp.SourceGenerators&version=2.3.4

// Install GodotSharp.SourceGenerators as a Cake Tool
#tool nuget:?package=GodotSharp.SourceGenerators&version=2.3.4

GodotSharp.SourceGenerators

C# Source Generators for use with the Godot Game Engine (supports Godot 4 and .NET 8!)

  • SceneTree class attribute:
    • Generates class property for uniquely named nodes
    • Provides strongly typed access to the scene hierarchy (via _ operator)
  • GodotOverride method attribute:
    • Allows use of On*, instead of virtual _* overrides
    • (Requires partial method declaration for use with Godot 4.0)
  • Notify property attribute:
    • Generates boiler plate code, triggering only when values differ
    • (Automagically triggers nested changes for Resource and Resource[])
  • InputMap class attribute:
    • Provides strongly typed access to project input actions
  • CodeComments class attribute:
    • Provides a nested static class to access property comments from code (useful for in-game tooltips, etc)
  • OnInstantiate method attribute:
    • Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
    • (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
  • OnImport method attribute (GD4 only):
    • Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
  • Includes base classes/helpers to create project specific source generators
  • Version 2.x supports Godot 4
  • Version 1.x supports Godot 3

(See GodotSharp.BuildingBlocks or local tests for example usage patterns)

Table of Content

Installation

Install from NuGet

Attributes

SceneTree

  • Class attribute
  • Generates class property for uniquely named nodes
  • Provides strongly typed access to the scene hierarchy (via _ operator)
// Attach a C# script on the root node of the scene with the same name.
// [SceneTree] will generate the members as the scene hierarchy.
[SceneTree]
public partial class SceneA : Node2D 
{
    public override void _Ready() 
    {
        // You can access the node via '_' object.
        GD.Print(_.Node1.Node11.Node12.Node121);
        GD.Print(_.Node4.Node41.Node412);
    }
}

GodotOverride

  • Method attribute
  • Allows use of On*, instead of virtual _* overrides
  • (Requires partial method declaration for use with Godot 4.0)
public partial class MyNode : Node2D 
{
    // Requires partial method declaration for use with Godot 4.0
    public override partial void _Ready(); 
    
    [GodotOverride]
    protected virtual void OnReady() 
    {
        GD.Print("Ready");   
    }
}

Equivalent with

public override void _Ready() 
{
    GD.Print("Ready");
}

Notify

  • Property attribute
  • Generates boiler plate code, triggering only when values differ
  • (Automagically triggers nested changes for Resource and Resource[])
public partial class NotifyTest : Node {
    // [Notify] attribute is used to generate a private field _value1, a public event Action Value1Changing, and Value1Changed.
    [Notify]
    public float Value1 
    {
        get => _value1.Get();
        set => _value1.Set(value);
    }

    public override void _Ready() 
    {
        Value1Changing += () => GD.Print("Value1Changing raised before changing the value.");
        Value1Changed += () => GD.Print("Value1Changed raised after changing the value.");

        Value1 = 1; // Raise Value1Changing and Value1Changed
        Value1 = 2; // Raise Value1Changing and Value1Changed
        Value1 = 2;// Not raise any events because the value is the same.
    }
}

InputMap

  • Class attribute
  • Provides strongly typed access to project input actions Declare a class with [InputMap] attribute.
/// <summary>
/// This class is used to define the input actions in the project.
/// </summary>
[InputMap]
public static partial class InputMapConst { }

The following code will be auto-generated by Source Genreator. The actions are declared in the project.godot.

partial class InputMapConsts
{
    public static readonly StringName MoveLeft = "move_left";
    public static readonly StringName MoveRight = "move_right";
    public static readonly StringName MoveUp = "move_up";
    public static readonly StringName MoveDown = "move_down";
}

The generated code does not include built-in actions such as ui_accept.

You may want to manually add built-in actions to your class. If so, check this: BuiltinInputActions.cs

CodeComments

  • Class attribute
  • Provides a nested static class to access property comments from code (useful for in-game tooltips, etc)
[CodeComments]
public partial class CodeCommentsTest : Node 
{
    // This a comment for Value1.
    // [CodeComments] only works with Property.
    [Export] public float Value1 { get; set; }

    // Value 2 comment.
    [Export] public float value2;

    public override void _Ready() 
    {
        GD.Print(GetComment(nameof(Value1))); // output: "This a comment for Value1\n[CodeComments] only works with Property."
        GD.Print(GetComment(nameof(value2))); // output: ""
    }
}

OnInstantiate

  • Method attribute
  • Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
  • (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
// [OnInstantiate] is used to instantiate the PackedScene from resource. 
// You have to create a C# script with the same name as the scene file, and attach it to the root node of the scene.
// Additionally, the script must be in the same folder as the scene file.
public partial class InstantiateTest : Node {
    // The method with the [OnInstantiate] attribute will be called when the scene is instantiated via the Instantiate(), which is auto-generated as well.
    [OnInstantiate]
    private void Init() {
        GD.Print("Init called when the node is instantiated.");
    }
}
public partial class InstantiateTestCaller : Node {
    public override void _Ready() {
        // Instantiate the scene and add it as a child.
        InstantiateTest node = InstantiateTest.Instantiate();
        AddChild(node);
    }
}

OnImport

  • Method attribute (GD4 only)
  • Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
  • Includes base classes/helpers to create project specific source generators
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (1)

Showing the top 1 popular GitHub repositories that depend on GodotSharp.SourceGenerators:

Repository Stars
chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#.
Version Downloads Last updated
2.3.4 36 4/27/2024
2.3.4-240426-1941.Release 38 4/26/2024
2.3.3 124 4/1/2024
2.3.3-240115-0706.Release 90 1/14/2024
2.3.2 249 1/6/2024
2.3.1 280 12/11/2023
2.3.1-231211-0953.Release 75 12/10/2023
2.3.0 168 11/18/2023
2.2.1 147 10/21/2023
2.1.1 984 6/26/2023
2.1.0 130 6/23/2023
2.1.0-230621-1151.Release 64 6/21/2023
2.1.0-230426-1916.Release 78 4/26/2023
2.1.0-230420-1952.Release 71 4/20/2023
2.1.0-230411-1909.Release 80 4/11/2023
2.1.0-230315-1148.Release 76 3/15/2023
2.0.0 283 3/1/2023
2.0.0-230219-1656.Release 76 2/19/2023
2.0.0-221203-2249.Release 94 12/3/2022
2.0.0-221203-2123.Release 83 12/3/2022
2.0.0-221203-1959.Release 91 12/3/2022
2.0.0-221112-2249.Release 89 11/12/2022
2.0.0-221026-2257.Release 88 10/26/2022
1.3.3 510 10/10/2022
1.3.3-221006-0024.Release 77 10/5/2022
1.3.2 392 9/29/2022
1.3.2-220912-1711.Release 92 9/12/2022
1.3.1 447 9/8/2022
1.3.1-220903-2224.Release 80 9/3/2022
1.3.1-220826-1958.Release 88 8/26/2022
1.3.0 434 8/21/2022
1.2.1-220815-1436.Release 94 8/15/2022
1.2.1-220620-2346.Release 114 6/20/2022
1.2.0 473 6/6/2022
1.1.4 450 4/14/2021
1.1.3 360 4/11/2021
1.1.2 338 3/31/2021
1.1.1 377 2/1/2021
1.1.0 377 1/30/2021
1.0.0 392 1/27/2021

v.2.3.4
- ADDED: Support for .NET 8.0
- ADDED: Nested InputMap entries
- ADDED: OnImport attribute for editor only builds (GD4 only)

v.2.1.0
- ADDED: CodeComments attribute
- ADDED: OnInstantiate attribute (with protected constructor)
- ADDED: Inline changed action on Notify setter
- ADDED: Implicit operators as an alternative to calling .Get() on scene tree for non-leaf nodes

v.2.0.0
- ADDED: Support for Godot 4.0
-- KnownIssue: GodotOverride requires an additional partial method override declaration
- CHANGED: Notify must be used on property instead of field to access privately generated content
- ADDED: InputMap attribute

v.1.3.3
- ADDED: Support for placeholder scenes
- ADDED: Support for editable instanced scenes
- FIXED: GodotOverride in derived class now calls rather than hides base method
- FIXED: Previously, types could not share the same name. This has now been fixed.
- ADDED: Notify attribute (with support for [Export])
- ADDED: Added support for uniquely named nodes (ie, Godot 3.5 - GetNode("%MyUniqueNode"))

v.1.2.0
- Replaces ISourceGenerator with IIncrementalGenerator for faster builds
- Hierarchy of inherited scenes are now fully accessible from base classes
- Hierarchy of instanced scenes can be made accessible using [SceneTree(traverseInstancedScenes=true)]
- FIXED: Modifications (overrides) of inheritance hierarchy now supported
- FIXED: Inheriting/Instancing scenes without scripts now supported
- FIXED: Consumers with implicit usings enabled now supported

v.1.1.4
- Exposed base classes/helpers to help create project specific source generators

v.1.0.0
- Initial release (SceneTree/GodotOverride)