Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
C# collections
The .NET base class library contains multiple collection types that can be used to store and manipulate data. Redot also provide some collection types that are tightly integrated with the rest of the engine.
Choose a collection
The main difference between the .NET collections and the Redot collections is that the .NET collections are implemented in C# while the Redot collections are implemented in C++ and the Redot C# API is a wrapper over it, this is an important distinction since it means every operation on a Redot collection requires marshaling which can be expensive especially inside a loop.
Due to the performance implications, using Redot collections is only recommended when absolutely necessary (such as interacting with the Redot API). Redot only understands its own collection types, so it's required to use them when talking to the engine.
If you have a collection of elements that don't need to be passed to a Redot API, using a .NET collection would be more performant.
Tip
It's also possible to convert between .NET collections and Redot collections.
The Redot collections contain constructors from generic .NET collection interfaces
that copy their elements, and the Redot collections can be used with the
LINQ
ToList
, ToArray
and ToDictionary
methods. But keep in mind this conversion
requires marshaling every element in the collection and copies it to a new collection
so it can be expensive.
Despite this, the Redot collections are optimized to try and avoid unnecessary
marshaling, so methods like Sort
or Reverse
are implemented with a single
interop call and don't need to marshal every element. Keep an eye out for generic APIs
that take collection interfaces like LINQ
because every method requires iterating the collection and, therefore, marshaling
every element. Prefer using the instance methods of the Redot collections when possible.
To choose which collection type to use for each situation, consider the following questions:
Does your collection need to interact with the Redot engine? (e.g.: the type of an exported property, calling a Redot method).
If yes, since Redot only supports Variant-compatible types, use a Redot collection.
If not, consider choosing an appropriate .NET collection.
Do you need a Redot collection that represents a list or sequential set of data?
Redot arrays are similar to the C# collection
List<T>
.Redot packed arrays are more memory-efficient arrays, in C# use one of the supported
System.Array
types.
Do you need a Redot collection that maps a set of keys to a set of values?
Redot dictionaries store pairs of keys and values and allow easy access to the values by their associated key.
Redot collections
PackedArray
Redot packed arrays are implemented as an array of a specific type, allowing it to be
more tightly packed as each element has the size of the specific type, not Variant
.
In C#, packed arrays are replaced by System.Array
:
GDScript |
C# |
---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Other C# arrays are not supported by the Redot C# API since a packed array equivalent does not exist. See the list of Variant-compatible types.
Array
Redot arrays are implemented as an array of Variant
and can contain several elements
of any type. In C#, the equivalent type is Godot.Collections.Array
.
The generic Godot.Collections.Array<T>
type allows restricting the element type to
a Variant-compatible type.
An untyped Godot.Collections.Array
can be converted to a typed array using the
Godot.Collections.Array<T>(Godot.Collections.Array)
constructor.
Note
Despite the name, Redot arrays are more similar to the C# collection
List<T>
than System.Array
. Their size is not fixed and can grow
or shrink as elements are added/removed from the collection.
List of Redot's Array methods and their equivalent in C#:
GDScript |
C# |
---|---|
all |
|
any |
|
append |
Add |
append_array |
AddRange |
assign |
Clear and AddRange |
back |
|
bsearch |
BinarySearch |
bsearch_custom |
N/A |
clear |
Clear |
count |
|
duplicate |
Duplicate |
erase |
Remove |
fill |
Fill |
filter |
|
find |
IndexOf |
front |
|
get_typed_builtin |
N/A |
get_typed_class_name |
N/A |
get_typed_script |
N/A |
has |
Contains |
hash |
GD.Hash |
insert |
Insert |
is_empty |
Use |
is_read_only |
IsReadOnly |
is_same_typed |
N/A |
is_typed |
N/A |
make_read_only |
MakeReadOnly |
map |
|
max |
Max |
min |
Min |
pick_random |
PickRandom (Consider using System.Random) |
pop_at |
|
pop_back |
|
pop_front |
|
push_back |
|
push_front |
|
reduce |
|
remove_at |
RemoveAt |
resize |
Resize |
reverse |
Reverse |
rfind |
LastIndexOf |
shuffle |
Shuffle |
size |
Count |
slice |
Slice |
sort |
Sort |
sort_custom |
|
operator != |
!RecursiveEqual |
operator + |
operator + |
operator < |
N/A |
operator <= |
N/A |
operator == |
RecursiveEqual |
operator > |
N/A |
operator >= |
N/A |
operator [] |
Array[int] indexer |
Dictionary
Redot dictionaries are implemented as a dictionary with Variant
keys and values.
In C#, the equivalent type is Godot.Collections.Dictionary
.
The generic Godot.Collections.Dictionary<TKey, TValue>
type allows restricting the key
and value types to a Variant-compatible type.
An untyped Godot.Collections.Dictionary
can be converted to a typed dictionary using the
Godot.Collections.Dictionary<TKey, TValue>(Godot.Collections.Dictionary)
constructor.
Tip
If you need a dictionary where the key is typed but not the value, use
Variant
as the TValue
generic parameter of the typed dictionary.
// The keys must be string, but the values can be any Variant-compatible type.
var dictionary = new Redot.Collections.Dictionary<string, Variant>();
List of Redot's Dictionary methods and their equivalent in C#:
GDScript |
C# |
---|---|
clear |
Clear |
duplicate |
Duplicate |
erase |
Remove |
find_key |
N/A |
get |
Dictionary[Variant] indexer or TryGetValue |
has |
ContainsKey |
has_all |
N/A |
hash |
GD.Hash |
is_empty |
Use |
is_read_only |
IsReadOnly |
keys |
Keys |
make_read_only |
MakeReadOnly |
merge |
Merge |
size |
Count |
values |
Values |
operator != |
!RecursiveEqual |
operator == |
RecursiveEqual |
operator [] |
Dictionary[Variant] indexer, Add or TryGetValue |