Chickensoft.GameTools
1.0.2
dotnet add package Chickensoft.GameTools --version 1.0.2
NuGet\Install-Package Chickensoft.GameTools -Version 1.0.2
<PackageReference Include="Chickensoft.GameTools" Version="1.0.2" />
paket add Chickensoft.GameTools --version 1.0.2
#r "nuget: Chickensoft.GameTools, 1.0.2"
// Install Chickensoft.GameTools as a Cake Addin #addin nuget:?package=Chickensoft.GameTools&version=1.0.2 // Install Chickensoft.GameTools as a Cake Tool #tool nuget:?package=Chickensoft.GameTools&version=1.0.2
🛠️ GameTools
A collection of tools for accelerating Godot + C# game development.
<p align="center"> <img alt="Chickensoft.GameTools" src="Chickensoft.GameTools/icon.png" width="200"> </p>
📦 Installation
# Install this template
dotnet add package Chickensoft.GameTools --prerelease
⏳ Multithreaded Loading
Godot provides a wonderful mechanism called ResourceLoader that can load engine resources in the background, but leveraging it correctly to load more than one thing at once is surprisingly complicated.
You can leverage the Loader
class provided by GameTools to simplify loading:
using Godot;
using Chickensoft.GameTools;
public partial class MyNode : Node {
public Loader Loader { get; set; } = default!;
public Mesh MyMesh { get; set; } = default!;
public PackedScene MyScene { get; set; } = default!;
public override void _Ready() {
Loader = new();
// Add a job for everything you want to load. The callback will be
// invoked with your loaded resource, allowing you to hang onto it.
Loader.AddJob<Mesh>(
"res://my_mesh.tscn", (resource) => MyMesh = resource
);
Loader.AddJob<PackedScene>(
"res://my_scene.tscn", (resource) => MyScene = resource
);
// Subscribe to events to track progress and completion.
Loader.Progress += OnLoaderProgress;
// There are other loading events you can subscribe to, if needed:
// Loader.Started += () => GD.Print("Loader started!");
// Loader.Completed += () => GD.Print("Loader completed!");
// Start loading everything.
Loader.Load();
}
public override void _Process(double delta) {
// Call Update every frame to track progress and ensure events are invoked.
if (!Loader.IsCompleted) {
Loader.Update();
}
}
public override void _ExitTree() {
Loader.Progress -= OnLoaderProgress;
}
public void OnLoaderProgress(float progress) {
GD.Print($"Total loading percent: {progress}");
}
}
[!TIP] To facilitate simple UI construction, the loader guarantees that you will receive progress updates for 0.0 and 1.0. The progress amount is the progress of all jobs as a percentage between 0 and 1.
🏝️ Godot Feature Tags & Application Environment
Godot provides Feature Tags which allow you to examine the runtime environment of the application. The game tools provides a way to easily access these tags through a strongly-typed interface for C#. It also enables the feature tags to be overridden for testing purposes.
if (Features.OperatingSystem is OSFamily.macOS or OSFamily.Linux) {
GD.Print("Unix-based system");
}
// Whenever you need to test a specific environment, you can override the
// feature tags to simulate that environment.
Features.FakeOperatingSystem(OSFamily.Linux);
// Reset overridden features back to the system's actual environment.
Features.Reset();
Feature | C# Enum Type | Code |
---|---|---|
Operating System | OSFamily |
Features.OperatingSystem |
Platform | Platform |
Features.Platform |
Interactivity Mode | InteractivityMode |
Features.InteractivityMode |
Build Type | BuildType |
Features.BuildType |
Tool Environment | ToolEnvironment |
Features.ToolEnvironment |
Precision | Precision |
Features.Precision |
Bit Length | BitLength |
Features.BitLength |
Architecture | Architecture |
Features.Architecture |
Texture Compression | TextureCompression |
Features.TextureCompression |
For all possible values, check each enum type.
🖥️ Display Scaling & DPI Awareness
GameTools can help you manage display scaling on desktop platforms by automatically guessing or computing the correct scale factor for the game window's screen. On macOS and Windows, it can determine the exact user-defined scale factor by leveraging Chickensoft.Platform to invoke the relevant system API's natively. For linux, it "guesses" the scale factor by using DPI and screen size checks almost identical to the ones found in the Godot editor.
using Chickensoft.GameTools;
public override void _Ready() {
var window = GetWindow();
// Support high dpi screens:
// Theme scale should be 1, 2, 3, or 4 for most platforms. It represents
// the size you defined the graphical theme assets at. A theme scale of 4
// would imply your assets were designed for a 4K display. This number is
// the same as the one you'd find in native mobile app development.
//
// See:
// Apple - https://developer.apple.com/design/human-interface-guidelines/images
// Google - https://developer.android.com/training/multiscreen/screendensities
var scaleInfo = Display.GetWindowDpiScaleInfo(themeScale: 3);
// System scale factor, in case you need it
var systemScale = scaleInfo.SystemScale;
// New window size (it takes the window override size in your project
// settings and scales it by the system scale factor for you)
window.Size = scaleInfo.WindowSize;
// It also computes the content scale factor required to scale the theme
// (typically downscaling it if you designed it at 3-4x, ensuring crispness):
window.ContentScaleFactor = scaleInfo.ContentScaleFactor;
// A high-resolution theme with the above approach is how to achieve
// beautiful, crisp graphics on a high DPI screen with no blurring. :)
}
🐣 Package generated from a 🐤 Chickensoft Template — https://chickensoft.games
Product | Versions 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. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. |
-
net8.0
- Chickensoft.Platform (>= 0.6.0-godot4.4.0-dev.7)
- GodotSharp (>= 4.3.0)
NuGet packages
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Chickensoft.GameTools release.