GodotUtils.InstanceResolver 1.0.3

dotnet add package GodotUtils.InstanceResolver --version 1.0.3
NuGet\Install-Package GodotUtils.InstanceResolver -Version 1.0.3
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GodotUtils.InstanceResolver" Version="1.0.3" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GodotUtils.InstanceResolver --version 1.0.3
#r "nuget: GodotUtils.InstanceResolver, 1.0.3"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install GodotUtils.InstanceResolver as a Cake Addin
#addin nuget:?package=GodotUtils.InstanceResolver&version=1.0.3

// Install GodotUtils.InstanceResolver as a Cake Tool
#tool nuget:?package=GodotUtils.InstanceResolver&version=1.0.3

Godot Utilities

Instance Resolver

Package for Godot C#. Provides a convenience and reliable way to pass parameters for Instantiate<Node>() from PackScene

Main Usage

using Godot;
using GodotUtils.InstanceResolver

namespace YourGame.Components;

public partial class Bullet : RigidBody2D, IParamsResolvedNode
{
    [Parameter]
    private int _damage;

    [Parameter]
    private int _speed = 100;

    [Parameter]
    private Texture _texture;

    // game logic...
}

Above code will generate a partial class below

namespace YourGame.Components;

partial class Bullet : GodotUtils.InstanceResolver.IResolvedNode<Bullet, Bullet.BuildParameters>
{
    public class BuildParameters : GodotUtils.InstanceResolver.Internal.IParameters<Bullet>
    {
        public required int Damage { get; init; }

        private readonly GodotUtils.InstanceResolver.Internal.Models.OptionalValue<int> _speedWrapper = new();
        public bool IsSpeedInitialized() => _speedWrapper.IsInitialized;
        public int Speed
        {
            get => _speedWrapper.Value;
            init
            {
                _speedWrapper.Set(value);
            }
        }

        public required global::Godot.Texture Texture { get; init; }
    }

    public BuildParameters Map(BuildParameters parameters)
    {
        _damage = parameters.Damage;

        if (parameters.IsSpeedInitialized())
        {
            _speed = parameters.Speed;
        }

        _texture = parameters.Texture;
    }
}

And then you use this code to Instantiate node

readonly PackScene BULLET_INSTANCE = ResourceLoader.Load("<<uid_or_path_of_node_scene>>");

var bullet = BULLET_INSTANCE.Init<Bullet>(node => node.Map(new() { Damage = 10, Texture = texture }));

With Node Scene with out a Parameter, you can implement INoResolvedParams and use directly INSTANCE.Init<NoParamNode>()

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

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Version Downloads Last updated
1.0.3 83 5/31/2024
1.0.2 82 5/31/2024