Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Documentation~/vs-refactoring.md
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

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# Refactor a C# script with Visual Scripting
Visual Scripting creates nodes from methods, fields, and properties from C# script in your project. Visual Scripting creates these nodes after you [regenerate your Node Library](vs-configuration.md) and [add any relevant types to your Type Options](vs-add-remove-type-options.md).
For example, Visual Scripting created the following Take Damage node from a custom C# script that defines the `Player` class.
![An image of the Graph window, that displays a node created from a custom C# script. The node is called Player Take Damage. It has an input trigger port, a GameObject input port set to This, and an input integer port called Damage. It has a single output trigger port.](images/vs-refactoring-script-node-example.png)
Visual Scripting generated the node with the following code, which creates a `Player` class with a `TakeDamage` member.
``` C#
using UnityEngine;
public class Player : MonoBehaviour
{
public void TakeDamage(int damage)
{
//...
}
}
```
> [!TIP]
> You can [create your own custom node](vs-create-custom-node.md) or [create a custom event](vs-custom-events.md) to customize the ports and information displayed on your nodes.
If you change the name of the `TakeDamage` member in the C# script, Visual Scripting displays an error in Script Graphs that use the Take Damage node.
![An image of the Graph window, that displays the Take Damage node and the Graph Inspector. The node is red, its ports no longer display, and the Graph Inspector states that "No matching member found."](images/vs-refactoring-script-node-error-example.png)
To rename a member, type, class, struct, enum, or other API element that a Visual Scripting node uses in a project, add the `[RenamedFrom]` attribute to the relevant API element in the script file. To avoid issues with Unity's serialization, the `[RenamedFrom]` attribute tells Visual Scripting that an API or one of its elements has been renamed.
For more information on how to add the `[RenamedFrom]` attribute to a C# script, see [Add the RenamedFrom attribute to a C# script](vs-refactor-add-attribute.md).
## Additional resources
- [Add the RenamedFrom attribute to a C# script](vs-refactor-add-attribute.md)
- [Configure project settings](vs-configuration.md)
- [Add or remove types from your Type Options](vs-add-remove-type-options.md)
- [Custom C# nodes](vs-create-custom-node.md)
- [Custom events](vs-custom-events.md)