C# OnReady Plugin

by dehyvis.lecuna

5

CS_OnReady Plugin for Godot

This plugin provides an extension to Godot's functionality, emulating the @onready directive from GDScript within C# scripts.

Installation

  1. Clone this repository or download the ZIP.
  2. Copy the cs_onready_plugin folder into your addons directory in your Godot project.

Usage

To use the plugin:

  1. Ensure the plugin is active.
  2. In your C# script, add the necessary OnReadyCs namespace at the top.
  3. In your C# script, use the [OnReady("Path/To/Your/Node")] attribute before any field you wish to initialize using the specified node.
  4. In your script's _Ready() method, call this.InitializeOnReadyFields();.

Example:

First, add the necessary using directive:

using Godot;
using OnReadyNameSpace;

Then, in your script:

[OnReady("Path/To/SomeNode")]
private SomeNodeType myNode;

public override void _Ready()
{
    this.InitializeOnReadyFields();
    // Now, myNode is initialized and ready to use.
}

Contributing

  1. Fork the repository on GitHub.
  2. Clone the forked repository to your local machine.
  3. Commit your changes to your fork.
  4. Push your work back up to your fork on GitHub.
  5. Submit a Pull request so that we can review your changes.

NOTE: Be sure to merge the latest from "upstream" before making a pull request!

License

This project is licensed under the MIT License - see the LICENSE.md file for details.

Version

1.0

Engine

4.1

Category

Scripts

Download

Version1.0
Download Now

Support

If you need help or have questions about this plugin, please contact the author.

Contact Author