Simon Schmid
Simon Schmid
Fluent api will definitely come back. Working on it, see new code generator #1005
I hope you found a solution 😬
Hi, I started testing `IIncrementalGenerator` and started a new branch. I added `Entitas.Generators` and `Entitas.Generators.Tests` projects to get started. https://github.com/sschmid/Entitas/tree/roslyn-source-generators/src/Entitas.Generators https://github.com/sschmid/Entitas/tree/roslyn-source-generators/tests/Entitas.Generators.Tests So far I'am happy with `IIncrementalGenerator` performance and will...
If all goes well I can imagine that it can replace Jenny and setting up Entitas will be much easier. I started with snapshot testing to verify the output of...
I made some progress using `IIncrementalGenerator`. It's great. But now I was testing it with the latest Unity 2022.3 LTS and it looks like `IIncrementalGenerator` is not yet supported. Can...
Ok, got it to work! Unity docs say you should use this specific version: `Microsoft.CodeAnalysis 3.8` https://docs.unity3d.com/Manual/roslyn-analyzers.html This version does not contain `IIncrementalGenerator`. The current version is 4.6.0, but that...
Currently stuck, because it seems like you cannot resolve generated attributes, e.g. similar to the current approach I wanted to generate a convenience context attribute for each context, so you...
To be more specific: Testing with non-generated attributes, I can easily get the attribues like this ```csharp var attribute = symbol.GetAttributes().First(); ``` With the generated ones the same code returns...
Hi, a quick update and some thoughts: I have a working proof of concept using `IIncrementalGenerator`. Main goal of this new generator is easy of use (no Jenny setup needed...
More updates: Yay, added component deconstructors ```csharp var (x, y) = entity.GetPosition(); x.Should().Be(1); y.Should().Be(2); ``` Also, since the only purpose of `ContextAttributes` is for code generators, I added a `[Conditional]`...