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

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.