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
Dictionary | 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 ) |
Dictionary | Dictionary ( from: Dictionary ) |
方法
运算符
bool | operator != ( right: Dictionary ) |
bool | operator == ( right: Dictionary ) |
Variant | operator [] ( key: Variant ) |
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.
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
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.
Returns true
if the dictionary is empty (its size is 0
). See also size
.
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.
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
.
Returns true
if the dictionary's keys are typed.
bool
is_typed_value ( ) const1
Returns true
if the dictionary's values are typed.
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
).
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.
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
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。