Class Expression
- Namespace
- Godot
- Assembly
- GodotSharp.dll
An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.
An example expression text using the built-in math functions could be sqrt(pow(3, 2) + pow(4, 2))
.
In the following example we use a LineEdit node to write our expression and show the result.
private Expression _expression = new Expression();
public override void _Ready()
{
GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered;
}
private void OnTextEntered(string command)
{
Error error = _expression.Parse(command);
if (error != Error.Ok)
{
GD.Print(_expression.GetErrorText());
return;
}
Variant result = _expression.Execute();
if (!_expression.HasExecuteFailed())
{
GetNode<LineEdit>("LineEdit").Text = result.ToString();
}
}
public class Expression : RefCounted, IDisposable
- Inheritance
-
Expression
- Implements
- Inherited Members
Constructors
Expression()
public Expression()
Methods
Execute(Array, GodotObject, bool, bool)
Executes the expression that was previously parsed by Parse(string, string[]) and returns the result. Before you use the returned object, you should check if the method failed by calling HasExecuteFailed().
If you defined input variables in Parse(string, string[]), you can specify their values in the inputs array, in the same order.
public Variant Execute(Array inputs = null, GodotObject baseInstance = null, bool showError = true, bool constCallsOnly = false)
Parameters
inputs
ArraybaseInstance
GodotObjectshowError
boolconstCallsOnly
bool
Returns
GetErrorText()
Returns the error text if Parse(string, string[]) or Execute(Array, GodotObject, bool, bool) has failed.
public string GetErrorText()
Returns
HasExecuteFailed()
Returns true
if Execute(Array, GodotObject, bool, bool) has failed.
public bool HasExecuteFailed()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
Parse(string, string[])
Parses the expression and returns an Error code.
You can optionally specify names of variables that may appear in the expression with inputNames
, so that you can bind them when it gets executed.
public Error Parse(string expression, string[] inputNames = null)
Parameters
expression
stringinputNames
string[]If the parameter is null, then the default value is
Array.Empty<string>()
.