GodotOnReady is a C# Source Generator for Godot 3.x that adds convenient onready
-like
features to your C# scripts in Godot Mono without any reflection.
[OnReadyGet]
- Load a Node
or Resource
subclass into a
field or property. Automatically exports a property so you can use the Godot
editor to configure the path it loads.[OnReady]
- Execute any 0-argument method during _Ready
.Bonus feature:
[GenerateDataSelectorEnum]
- Generate an enum
where each value is strongly associated with custom data.Godot 3.x, Mono version
https://godotengine.org/download
(4.0+ not supported due to C# source generator conflicts: GodotOnReady#49)
.NET SDK 6.0 or greater
https://dotnet.microsoft.com/download
Set Godot to use the dotnet CLI
Build Tool
Just add the GodotOnReady
NuGet package to your project!
Your Godot project's .csproj
file should look like this when you're done:
<Project Sdk="Godot.NET.Sdk/3.3.0">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="GodotOnReady" Version="1.2.4" />
</ItemGroup>
</Project>
GodotOnReady
includes two subpackages: a C# class library with a few attributes, and a source generator that detects when you use those attributes and generates code behind the scenes.
After clicking Build one time to set up the package, you may need to restart your IDE to let the generator load and provide autocomplete/intellisense information.
For advanced alternatives like building from source or avoiding a reference to
GodotOnReady.Attributes
, see /docs/advanced-setup.md.
[OnReadyGet]
Instead of writing this repetitive code:
public class MyControl : Control
{
[Export] public NodePath ButtonPath { get; set; }
private Button _button;
public override void _Ready()
{
_button = GetNode<Button>(ButtonPath);
}
}
Write this code instead to do the same thing:
public partial class MyControl : Control
{
[OnReadyGet] private Button _button;
}
The source generator figures out that the exported property should be called
ButtonPath
by taking _button
, trimming the leading _
character, and
capitalizing the first letter.
The generated _Ready()
method calls base._Ready()
to support inheritance,
and includes some extra code to throw a more useful error message when the
GetNode
fails.
The [OnReadyGet]
source generator works for fields and properties. It also
works for Resource
subclasses like PackedScene
and Texture
. You can also
use an interface
, in which case GodotOnReady assumes the interface is
implemented by a node.
[OnReadyGet(...)]
If you pass a string to the attribute, it's used as the node path to get. The
[Export]
ButtonPath
property isn't generated. This is useful if you know the
node will always be at a certain path, and avoids cluttering the Godot editor
with exported properties you'll never use:
[OnReadyGet("My/Button/Somewhere")] private Button _button;
If you know the node will usually be at one path, but someone may need to tweak
it in the Godot editor to point somewhere else, set Export = true
. This sets
the string as the default path, and also exports ButtonPath
for tweaking in
a scene:
[OnReadyGet("My/Button/Somewhere", Export = true)] private Button _button;
To get a node if it exists and ignore issues, pass OrNull = true
. This means
GodotOnReady does nothing if the the path is null
, empty, invalid, or points
at the wrong type of node. Normally, it throws an exception in these cases.
If you use OrNull = true
, the _button
member may be null, so be sure to
check before using it!
[OnReadyGet("My/Button/Maybe", OrNull = true)] private Button _button;
If your property is a Resource
rather than a Node
, pass a resource path
instead of a node path:
[OnReadyGet("res://icon.png")] private Texture _tex;
To get a property of a node instead of getting the node itself, specify
Property = "..."
. GodotOnReady will cast the result for you, so this is
particularly useful for properties that aren't exposed in the statically-typed
Godot C# API.
For example, you can get an animation tree playback object without calling
.Get("...")
and casting the result yourself:
[OnReadyGet("AnimationTree", Property = "parameters/playback")]
private AnimationNodeStateMachinePlayback _playback;
[OnReady]
Using OnReadyGet
causes GodotOnReady to generate a public override void _Ready()
method. This means you can't define _Ready()
yourself. To run your
own code during _Ready
, mark any number of zero-argument methods with
[OnReady]
:
[OnReadyGet(OrNull = true)] private Button _button;
[OnReady] private void ConnectButtonOnReady()
{
_button?.Connect("pressed", this, nameof(ButtonPressed));
}
The generated _Ready()
method will then be:
public override void _Ready()
{
base._Ready();
if (ButtonPath != null) _button = GetNodeOrNull<global::Godot.Button>(ButtonPath);
ConnectButtonOnReady();
}
[OnReady(...)]
OnReady
accepts one optional named argument, Order
. This lets you change the order of OnReady
method calls in _Ready()
.
The calls in _Ready()
are sorted by Order
, from low to high. If two OnReady
attributes have the same Order
value (such as the default, 0
), the calls are sorted by the declaration order in the class file.
All OnReadyGet
properties and fields are initialized before any [OnReady(Order = 0)]
method is called.
For example, the following methods would normally be called from the top down (Two, One, Three), but Order
makes them called in the order One, Two, Three:
[OnReady(Order = 2)] private void Two() => GD.Print("2");
[OnReady(Order = 1)] private void One() => GD.Print("1");
[OnReady(Order = 3)] private void Three() => GD.Print("3");
This means your script contains override void _Ready() { ... }
. Instead, use [OnReady]
with a different method name, for example, Ready
:
[OnReady] private void Ready() { ... }
This happens because GodotOnReady writes its own public override void _Ready()
, and C# doesn't allow the same method to be overridden multiple times in the same class.
Your class is most likely missing the partial
modifier. The declaration
should look like this:
public partial class MyNode : Node
[OnReadyGet]
attributes![OnReady]
methods aren't being called!Path
properties don't show up in Godot!If you hit one of those issues, it probably means the source generator didn't run. Try these steps:
Build
button at the top-right of the Godot editor to make sure your build is up to date.dotnet CLI
.If none of that works, please file an issue. Include the output of
running dotnet --info
on the command line, the Godot build log,
and if possible, the project.
GodotOnReady is licensed under the MIT license.