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GodotOnReady

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.

Bonus feature:

Prerequisites

Project setup

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.

Usage

[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");

Troubleshooting

error CS0111: Type '***' already defines a member called '_Ready' with the same parameter types

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.

error CS0260: Missing partial modifier on declaration of type '***'; another partial declaration of this type exists

Your class is most likely missing the partial modifier. The declaration should look like this:

public partial class MyNode : Node

I don't have a error message, but it isn't working!

If you hit one of those issues, it probably means the source generator didn't run. Try these steps:

  1. Hit the Build button at the top-right of the Godot editor to make sure your build is up to date.
  2. Make sure you are using .NET SDK version 5.0 or newer.
  3. Make sure your Build Tool is set to dotnet CLI.
  4. Are you seeing a problem in a CI build, even though it works fine on your own machine? Your CI may be using a Mono SDK. Make sure it's using the .NET SDK.

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.

License

GodotOnReady is licensed under the MIT license.