
Publisher
dehyvislecuna
C# OnReady Plugin
This plugin provides an extension to Godot's functionality, emulating the @onready directive from GDScript within C# scripts.
This plugin has been mirrored from the Godot Asset Library.
The plugin author is in no way affiliated with Gadget.
If you are the author of this plugin and would like this mirror removed, please contact support@gadgetgodot.com.
CS_OnReady Plugin for Godot
This plugin provides an extension to Godot's functionality, emulating the @onready
directive from GDScript within C# scripts.
Installation
- Clone this repository or download the ZIP.
- Copy the
cs_onready_plugin
folder into youraddons
directory in your Godot project.
Usage
To use the plugin:
- Ensure the plugin is active.
- In your C# script, add the necessary
OnReadyCs
namespace at the top. - In your C# script, use the
[OnReady("Path/To/Your/Node")]
attribute before any field you wish to initialize using the specified node. - In your script's
_Ready()
method, callthis.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
- Fork the repository on GitHub.
- Clone the forked repository to your local machine.
- Commit your changes to your fork.
- Push your work back up to your fork on GitHub.
- 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.