• Godot Help
  • how to use an instance of custom class in GDScript?

intuitive-arts Let's see the whole code. Please format it properly using ~~~
Or better yet post the minimal project that reproduces the problem.

    intuitive-arts Don't forget that your custom class needs to inherit at least from RefCounted (or Reference in 3.x) in order for GDScript to "see" the object.

    public partial class Monster: RefCounted {
    	int eyesCount = 3;
    }

      xyz it seems to stop complaining the same errors, but now it says:
      Invalid get index 'monstruito' (on base: 'Nil').

      It is in this function:
      func _on_Button_pressed():
      $TextureRect.texture = ResourceLoader.load("res://" + Globals.monstruito.imagen)
      pass # Replace with function body.

      And the Monstruo class is this way:

      using System;
      
      	[Serializable]
      	public partial class Monstruo: Reference
      	{
      		public int life;
      		public int maxLife; // vida inicial
      		public int attack;
      		public int defense;
      		public int dexterity;
      		public string name;
      		public string imagen;//Imagen de (Image)Resources.
      		public int level;
      
      		public string descripcion;
      		public string[] ataques;
      
      		public enum tipo
      		{
      			BESTIA = 1,
      			REPTIL = 2,
      			FUEGO = 3,
      			AGUA = 4,
      			PARANORMAL = 5,
      			PERRO = 6,
      			NOMUERTO = 7,
      			DEMONIO = 8,
      			DRAGON = 9
      		};
      		public tipo especie; // tipo de monstruo para sonido de encuentro
      
      		// nota un monstruo puede ser vulnerable solo a un tipo de magia
      		public enum magia
      		{
      			TODO = 1, // le daña todo
      			NADA = 2, // no le daña ninguna magia
      			FUEGO = 3, // solo le daña el fuego
      			AGUA = 4, // solo el agua
      			AIRE = 5, // solo el aire
      			TIERRA = 6, // solo la tierra
      			ESPACIO = 7 // solo vulnerable a magia espaciotemporal
      		};
      		public magia debilidad;
      		///////////////////////////////////////////////////////////////////////////////////////////////////
      		// rutina RUTINAS * RUTINAS * RUTINAS * RUTINAS * RUTINAS * RUTINAS * RUTINAS * RUTINAS * RUTINAS 
      		///////////////////////////////////////////////////////////////////////////////////////////////////
      		public Monstruo
      			(
      			int life,
      			int maxLife,
      			int attack,
      			int defense,
      			int dexterity,
      			string name,
      			string imagen ="",
      			int level=1,
      
      			string descripcion="",
      			string[] ataques = null,
      		
      			tipo especie = tipo.BESTIA, // el monstruo por defecto es una bestia
      			magia debilidad = magia.TODO // y es vulnerable a todo tipo de magia
      			)
      
      		{
      			this.life = life;
      			this.maxLife = maxLife;
      			this.attack = attack;
      			this.defense = defense;
      			this.dexterity = dexterity;
      			this.name = name;
      			this.imagen = imagen;
      			this.level = level;
      
      			this.descripcion = descripcion;
      			this.ataques = ataques;
      
      			this.especie = especie;
      			this.debilidad = debilidad;
      		}
      
      		///////////////////////////////////////////////// END OF PRINT //////////////////////////// END OF PRINT /////////////////////// END OF PRINT /////////////////////////
      	} // fin clase

      And the Globals.cs is this:

      using Godot;
      using System;
      
      public partial class Globals : Node
      {
      	// Declare member variables here. Examples:
      	// private int a = 2;
      	// private string b = "text";
      	
      	
      	public static Monstruo monstruito = new Monstruo(10, 10, 30, 20, 10, "Golem", "art/monsters/E_golem.jpeg", 2,
      	"A golem is a cursed giant made of mud or stone, that follows the commands of a wizard to kill intruders.",
      	new String[2] {"using his fists to crunch her", "trying to smash her with his brute force" },
      	Monstruo.tipo.BESTIA, Monstruo.magia.AGUA) ;
      
      	string ruta = monstruito.imagen; // coloca este atributo en una variable para poderlo invocar desde gdscript
      	// porque no se como hacerlo directamente, o bien es que gdscript se lia
      	
      	// Called when the node enters the scene tree for the first time.
      	public override void _Ready()
      	{
      		
      	}
      • xyz replied to this.

        intuitive-arts Yeah but you still have monstruito declared as a static member.
        This should work:
        Monster.cs:

        using Godot;
        
        public partial class Monster: RefCounted {
        	int eyesCount = 3;
        }

        Globals.cs:

        using Godot;
        
        public partial class Globals: Node
        {
        	Monster m = new Monster();
        }

        something.gd:

        extends Node
        
        func _ready():
        	print(globals.m.eyesCount)

        The singleton/autoload is set under name globals.

          xyz I made the example you posted, and it happens the same:
          Invalid get index 'm' (on base: 'Nil').

          In the Errors list it also says:
          E 0:00:01:0164 start: Script does not inherit from Node: res://Globals.cs.
          <C++ Error> Condition "!valid_type" is true. Continuing.
          <C++ Source> main/main.cpp:2776 @ start()

          Maybe I should use GDScript only?

            intuitive-arts It works with GD Script with simple variables, but it doesn't seem to work with C# on custom classes. The m monster doesn't seem to be recognized. A simple string variable is, if I create a GD script that defines it.

            • xyz replied to this.

              intuitive-arts No, it must work. You probably overlooked something. Can you post a minimal project with your implementation of the example?

                xyz

                caverns-and-dryads.zip
                7MB

                Thank you so much for your help. This is a minimal test. If the script in Globals is GDScript it works, but not for C#. There's a line that you can uncomment in "something.gd" so you can test the C# part.

                • xyz replied to this.

                  intuitive-arts
                  Firstly, Monster m; should be declared inside the Globals class not outside of it. So again:

                  using Godot;
                  
                  public partial class Globals: Node
                  {
                  	Monster m = new Monster();
                  }

                  Other than that, script sources are fine.

                  There were apparently some known issues with this.

                  If I make a new autoload class in your project it works just fine, but yours causes a complaint that the class does not inherit from Node, even though it does.

                  Try this:

                  • delete *.vcproj file in your project folder
                  • open the project
                  • remove the cs script from autoloads.
                  • go to Project->Tools->C#->Create C# solution
                  • add the cs script as autoload
                  • try to run the project

                  Also make sure that the class name and *.cs file name are exactly the same (the case must match too)

                    xyz

                    The instance "m" of Monster is declared inside Globals here:

                    `using Godot;

                    Monster m;

                    public partial class Globals: Node
                    {
                    m = new Monster();
                    }
                    `

                    Do you mean that I should put the declaration of the class Monster inside Globals, instead that in another file (Monster.cs)?

                    • xyz replied to this.

                      xyz can you upload the version that works for you, that uses the C# class, so I can have a look? Thank you so much!

                      intuitive-arts Do you mean that I should put the declaration of the class Monster inside Globals, instead that in another file (Monster.cs)?

                      I meant to put the declaration of the variable m inside class body.

                      Here's the project:

                      caverns-and-dryads.zip
                      363kB

                        xyz Thank you, I will try that way and cleaning the files you told me. Thanks a lot for your time and for helping me with this.

                        xyz OK. I did the following for getting it to work with my full class:

                        • As you said, the declaration was outside. It has to be inside
                        • I deleted the file with csproj extension and the old solution if existed
                        • I used the menu for creating the solution again
                        • And after that, it didn't work, and it seems it was because I had a typo in the name of my variable. The program told me it doesn't existed, because it didn't!
                        • After that, I tried my original code to change the TextureRect texture with a button, and it didn't work neither. I have no idea why, but I just deleted it, added a TextureRect again, and now everything works.

                        As now I know that my custom C# code works, I will be able to make my game. Thanks a lot, you are fantastic!
                        For me it was confusing that the editor didn't warn me that the variable name was spelled wrong. Usually that gives a red line in Visual Studio below the word so you know in the moment that it wasn't. I suppose that in some place or using Visual Studio or Visual Studio Code as editors it may warn me, right?
                        The other thing is that I don't knwo why the TextureRect stopped working, or maybe it was not visible by some reason.

                        • xyz replied to this.

                          intuitive-arts Something was definitely bugged out in your project. Not sure exactly what. But this in principle must work.
                          As for error highlighting, GDScript cannot check C# source files for errors while you're typing (i.e. prior to runtime). It can only do so for its own code. C# is not as well integrated into Godot as GDScript.