Dictionary

A built-in data structure that holds key-value pairs.

描述

Dictionaries are associative containers that contain values referenced by unique keys. Dictionaries will preserve the insertion order when adding new entries. In other programming languages, this data structure is often referred to as a hash map or an associative array.

You can define a dictionary by placing a comma-separated list of key: value pairs inside curly braces {}.

Creating a dictionary:


    var my_dict = {} # Creates an empty dictionary.
    
    var dict_variable_key = "Another key name"
    var dict_variable_value = "value2"
    var another_dict = {
        "Some key name": "value1",
        dict_variable_key: dict_variable_value,
    }
    
    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    
    # Alternative Lua-style syntax.
    # Doesn't require quotes around keys, but only string constants can be used as key names.
    # Additionally, key names must start with a letter or an underscore.
    # Here, `some_key` is a string literal, not a variable!
    another_dict = {
        some_key = 42,
    }

    var myDict = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
    var pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };

You can access a dictionary's value by referencing its corresponding key. In the above example, points_dict["White"] will return 50. You can also write points_dict.White, which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).


    @export_enum("White", "Yellow", "Orange") var my_color: String
    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    func _ready():
        # We can't use dot syntax here as `my_color` is a variable.
        var points = points_dict[my_color]

    [Export(PropertyHint.Enum, "White,Yellow,Orange")]
    public string MyColor { get; set; }
    private Godot.Collections.Dictionary _pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };
    
    public override void _Ready()
    {
        int points = (int)_pointsDict[MyColor];
    }

In the above code, points will be assigned the value that is paired with the appropriate color selected in my_color.

Dictionaries can contain more complex data:


    var my_dict = {
        "First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
    }

    var myDict = new Godot.Collections.Dictionary
    {
        {"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
    };

To add a key to an existing dictionary, access it like an existing key and assign to it:


    var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
    points_dict["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.

    var pointsDict = new Godot.Collections.Dictionary
    {
        {"White", 50},
        {"Yellow", 75},
        {"Orange", 100}
    };
    pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.

Finally, dictionaries can contain different types of keys and values in the same dictionary:


    # This is a valid dictionary.
    # To access the string "Nested value" below, use `my_dict.sub_dict.sub_key` or `my_dict["sub_dict"]["sub_key"]`.
    # Indexing styles can be mixed and matched depending on your needs.
    var my_dict = {
        "String Key": 5,
        4: [1, 2, 3],
        7: "Hello",
        "sub_dict": {"sub_key": "Nested value"},
    }

    // This is a valid dictionary.
    // To access the string "Nested value" below, use `((Godot.Collections.Dictionary)myDict["sub_dict"])["sub_key"]`.
    var myDict = new Godot.Collections.Dictionary {
        {"String Key", 5},
        {4, new Godot.Collections.Array{1,2,3}},
        {7, "Hello"},
        {"sub_dict", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
    };

The keys of a dictionary can be iterated with the for keyword:


    var groceries = {"Orange": 20, "Apple": 2, "Banana": 4}
    for fruit in groceries:
        var amount = groceries[fruit]

    var groceries = new Godot.Collections.Dictionary{{"Orange", 20}, {"Apple", 2}, {"Banana", 4}};
    foreach (var (fruit, amount) in groceries)
    {
        // `fruit` is the key, `amount` is the value.
    }

Note: Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use duplicate.

Note: Erasing elements while iterating over dictionaries is not supported and will result in unpredictable behavior.

通过 C# 使用该 API 时会有显著不同,详见 :ref:doc_c_sharp_differences\ 。

构造函数

DictionaryDictionary ( )
DictionaryDictionary ( base: Dictionary, key_type: int, key_class_name: StringName, key_script: Variant, value_type: int, value_class_name: StringName, value_script: Variant )
DictionaryDictionary ( from: Dictionary )

方法

voidassign ( dictionary: Dictionary )
voidclear ( )
Dictionaryduplicate ( deep: bool = false ) const1
boolerase ( key: Variant )
Variantfind_key ( value: Variant ) const1
Variantget ( key: Variant, default: Variant = null ) const1
Variantget_or_add ( key: Variant, default: Variant = null )
intget_typed_key_builtin ( ) const1
StringNameget_typed_key_class_name ( ) const1
Variantget_typed_key_script ( ) const1
intget_typed_value_builtin ( ) const1
StringNameget_typed_value_class_name ( ) const1
Variantget_typed_value_script ( ) const1
boolhas ( key: Variant ) const1
boolhas_all ( keys: Array ) const1
inthash ( ) const1
boolis_empty ( ) const1
boolis_read_only ( ) const1
boolis_same_typed ( dictionary: Dictionary ) const1
boolis_same_typed_key ( dictionary: Dictionary ) const1
boolis_same_typed_value ( dictionary: Dictionary ) const1
boolis_typed ( ) const1
boolis_typed_key ( ) const1
boolis_typed_value ( ) const1
Arraykeys ( ) const1
voidmake_read_only ( )
voidmerge ( dictionary: Dictionary, overwrite: bool = false )
Dictionarymerged ( dictionary: Dictionary, overwrite: bool = false ) const1
boolrecursive_equal ( dictionary: Dictionary, recursion_count: int ) const1
boolset ( key: Variant, value: Variant )
intsize ( ) const1
voidsort ( )
Arrayvalues ( ) const1

运算符


构造函数说明

Dictionary Dictionary ( )

Constructs an empty Dictionary.


Dictionary Dictionary ( base: Dictionary, key_type: int, key_class_name: StringName, key_script: Variant, value_type: int, value_class_name: StringName, value_script: Variant )

Creates a typed dictionary from the base dictionary. A typed dictionary can only contain keys and values of the given types, or that inherit from the given classes, as described by this constructor's parameters.


Dictionary Dictionary ( from: Dictionary )

Returns the same dictionary as from. If you need a copy of the dictionary, use duplicate.


方法说明

void assign ( dictionary: Dictionary )

Assigns elements of another dictionary into the dictionary. Resizes the dictionary to match dictionary. Performs type conversions if the dictionary is typed.


void clear ( )

Clears the dictionary, removing all entries from it.


Dictionary duplicate ( deep: bool = false ) const1

Creates and returns a new copy of the dictionary. If deep is true, inner Dictionary and Array keys and values are also copied, recursively.


bool erase ( key: Variant )

Removes the dictionary entry by key, if it exists. Returns true if the given key existed in the dictionary, otherwise false.

Note: Do not erase entries while iterating over the dictionary. You can iterate over the keys array instead.


Variant find_key ( value: Variant ) const1

Finds and returns the first key whose associated value is equal to value, or null if it is not found.

Note: null is also a valid key. If inside the dictionary, find_key may give misleading results.


Variant get ( key: Variant, default: Variant = null ) const1

Returns the corresponding value for the given key in the dictionary. If the key does not exist, returns default, or null if the parameter is omitted.


Variant get_or_add ( key: Variant, default: Variant = null )

Gets a value and ensures the key is set. If the key exists in the dictionary, this behaves like get. Otherwise, the default value is inserted into the dictionary and returned.


int get_typed_key_builtin ( ) const1

Returns the built-in Variant type of the typed dictionary's keys as a Variant.Type constant. If the keys are not typed, returns @GlobalScope.TYPE_NIL. See also is_typed_key.


StringName get_typed_key_class_name ( ) const1

Returns the built-in class name of the typed dictionary's keys, if the built-in Variant type is @GlobalScope.TYPE_OBJECT. Otherwise, returns an empty StringName. See also is_typed_key and Object.get_class.


Variant get_typed_key_script ( ) const1

Returns the Script instance associated with this typed dictionary's keys, or null if it does not exist. See also is_typed_key.


int get_typed_value_builtin ( ) const1

Returns the built-in Variant type of the typed dictionary's values as a Variant.Type constant. If the values are not typed, returns @GlobalScope.TYPE_NIL. See also is_typed_value.


StringName get_typed_value_class_name ( ) const1

Returns the built-in class name of the typed dictionary's values, if the built-in Variant type is @GlobalScope.TYPE_OBJECT. Otherwise, returns an empty StringName. See also is_typed_value and Object.get_class.


Variant get_typed_value_script ( ) const1

Returns the Script instance associated with this typed dictionary's values, or null if it does not exist. See also is_typed_value.


bool has ( key: Variant ) const1

Returns true if the dictionary contains an entry with the given key.


    var my_dict = {
        "Godot" : 4,
        210 : null,
    }
    
    print(my_dict.has("Godot")) # Prints true
    print(my_dict.has(210))     # Prints true
    print(my_dict.has(4))       # Prints false

    var myDict = new Godot.Collections.Dictionary
    {
        { "Godot", 4 },
        { 210, default },
    };
    
    GD.Print(myDict.ContainsKey("Godot")); // Prints true
    GD.Print(myDict.ContainsKey(210));     // Prints true
    GD.Print(myDict.ContainsKey(4));       // Prints false

In GDScript, this is equivalent to the in operator:


    if "Godot" in {"Godot": 4}:
        print("The key is here!") # Will be printed.

Note: This method returns true as long as the key exists, even if its corresponding value is null.


bool has_all ( keys: Array ) const1

Returns true if the dictionary contains all keys in the given keys array.


    var data = {"width" : 10, "height" : 20}
    data.has_all(["height", "width"]) # Returns true

int hash ( ) const1

Returns a hashed 32-bit integer value representing the dictionary contents.


    var dict1 = {"A": 10, "B": 2}
    var dict2 = {"A": 10, "B": 2}
    
    print(dict1.hash() == dict2.hash()) # Prints true

    var dict1 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
    var dict2 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
    
    // Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.
    GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true

Note: Dictionaries with the same entries but in a different order will not have the same hash.

Note: Dictionaries with equal hash values are not guaranteed to be the same, because of hash collisions. On the contrary, dictionaries with different hash values are guaranteed to be different.


bool is_empty ( ) const1

Returns true if the dictionary is empty (its size is 0). See also size.


bool is_read_only ( ) const1

Returns true if the dictionary is read-only. See make_read_only. Dictionaries are automatically read-only if declared with const keyword.


bool is_same_typed ( dictionary: Dictionary ) const1

Returns true if the dictionary is typed the same as dictionary.


bool is_same_typed_key ( dictionary: Dictionary ) const1

Returns true if the dictionary's keys are typed the same as dictionary's keys.


bool is_same_typed_value ( dictionary: Dictionary ) const1

Returns true if the dictionary's values are typed the same as dictionary's values.


bool is_typed ( ) const1

Returns true if the dictionary is typed. Typed dictionaries can only store keys/values of their associated type and provide type safety for the [] operator. Methods of typed dictionary still return Variant.


bool is_typed_key ( ) const1

Returns true if the dictionary's keys are typed.


bool is_typed_value ( ) const1

Returns true if the dictionary's values are typed.


Array keys ( ) const1

Returns the list of keys in the dictionary.


void make_read_only ( )

Makes the dictionary read-only, i.e. disables modification of the dictionary's contents. Does not apply to nested content, e.g. content of nested dictionaries.


void merge ( dictionary: Dictionary, overwrite: bool = false )

Adds entries from dictionary to this dictionary. By default, duplicate keys are not copied over, unless overwrite is true.


    var dict = { "item": "sword", "quantity": 2 }
    var other_dict = { "quantity": 15, "color": "silver" }
    
    # Overwriting of existing keys is disabled by default.
    dict.merge(other_dict)
    print(dict)  # { "item": "sword", "quantity": 2, "color": "silver" }
    
    # With overwriting of existing keys enabled.
    dict.merge(other_dict, true)
    print(dict)  # { "item": "sword", "quantity": 15, "color": "silver" }

    var dict = new Godot.Collections.Dictionary
    {
        ["item"] = "sword",
        ["quantity"] = 2,
    };
    
    var otherDict = new Godot.Collections.Dictionary
    {
        ["quantity"] = 15,
        ["color"] = "silver",
    };
    
    // Overwriting of existing keys is disabled by default.
    dict.Merge(otherDict);
    GD.Print(dict); // { "item": "sword", "quantity": 2, "color": "silver" }
    
    // With overwriting of existing keys enabled.
    dict.Merge(otherDict, true);
    GD.Print(dict); // { "item": "sword", "quantity": 15, "color": "silver" }

Note: merge is not recursive. Nested dictionaries are considered as keys that can be overwritten or not depending on the value of overwrite, but they will never be merged together.


Dictionary merged ( dictionary: Dictionary, overwrite: bool = false ) const1

Returns a copy of this dictionary merged with the other dictionary. By default, duplicate keys are not copied over, unless overwrite is true. See also merge.

This method is useful for quickly making dictionaries with default values:


    var base = { "fruit": "apple", "vegetable": "potato" }
    var extra = { "fruit": "orange", "dressing": "vinegar" }
    # Prints { "fruit": "orange", "vegetable": "potato", "dressing": "vinegar" }
    print(extra.merged(base))
    # Prints { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" }
    print(extra.merged(base, true))

bool recursive_equal ( dictionary: Dictionary, recursion_count: int ) const1

Returns true if the two dictionaries contain the same keys and values, inner Dictionary and Array keys and values are compared recursively.


bool set ( key: Variant, value: Variant )

Sets the value of the element at the given key to the given value. This is the same as using the [] operator (array[index] = value).


int size ( ) const1

Returns the number of entries in the dictionary. Empty dictionaries ({ }) always return 0. See also is_empty.


void sort ( )

Sorts the dictionary in-place by key. This can be used to ensure dictionaries with the same contents produce equivalent results when getting the keys, getting the values, and converting to a string. This is also useful when wanting a JSON representation consistent with what is in memory, and useful for storing on a database that requires dictionaries to be sorted.


Array values ( ) const1

Returns the list of values in this dictionary.


运算符说明

bool operator != ( right: Dictionary )

Returns true if the two dictionaries do not contain the same keys and values.


bool operator == ( right: Dictionary )

Returns true if the two dictionaries contain the same keys and values. The order of the entries does not matter.

Note: In C#, by convention, this operator compares by reference. If you need to compare by value, iterate over both dictionaries.


Variant operator [] ( key: Variant )

Returns the corresponding value for the given key in the dictionary. If the entry does not exist, fails and returns null. For safe access, use get or has.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。