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

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.