C# global classes
Global classes (also known as named scripts) are types registered in Godot's editor so they can be used more conveniently.
Global classes show up in the Add Node and Create Resource dialogs.
If an C# exported properties is a global class, the inspector restricts assignment, allowing only instances of that global class or any derived classes.
Global classes are registered with the [GlobalClass]
attribute.
using Godot;
[GlobalClass]
public partial class MyNode : Node
{
}
The MyNode
type will be registered as a global class with the same name as the type's name.
The Select a Node window for the MyNode
exported property filters the list of nodes in the scene to match the assignment restriction.
public partial class Main : Node
{
[Export]
public MyNode MyNode { get; set; }
}
If a custom type isn't registered as a global class, the assignment is restricted to the Godot type the custom type is based on. For example, inspector assignments to an export of the type MySimpleSprite2D
are restricted to Sprite2D
and derived types.
public partial class MySimpleSprite2D : Sprite2D
{
}
When combined with the [GlobalClass]
attribute, the [Icon]
attribute allows providing a path to an icon to show when the class is displayed in the editor.
using Godot;
[GlobalClass, Icon("res://Stats/StatsIcon.svg")]
public partial class Stats : Resource
{
[Export]
public int Strength { get; set; }
[Export]
public int Defense { get; set; }
[Export]
public int Speed { get; set; }
}
The Stats
class is a custom resource registered as a global class. C# exported properties of the type Stats
will only allow instances of this resource type to be assigned, and the inspector will let you create and load instances of this type easily.