CorundumGames.Codegen 0.1.3

There is a newer version of this package available.
See the version list below for details.
dotnet add package CorundumGames.Codegen --version 0.1.3                
NuGet\Install-Package CorundumGames.Codegen -Version 0.1.3                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="CorundumGames.Codegen" Version="0.1.3" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add CorundumGames.Codegen --version 0.1.3                
#r "nuget: CorundumGames.Codegen, 0.1.3"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install CorundumGames.Codegen as a Cake Addin
#addin nuget:?package=CorundumGames.Codegen&version=0.1.3

// Install CorundumGames.Codegen as a Cake Tool
#tool nuget:?package=CorundumGames.Codegen&version=0.1.3                

CorundumGames.CodeGeneration.Plugins

Nuget

A set of Jenny plugins that I think are useful for a wide variety of projects that use C#, Unity, and Entitas.

How to Use

These plugins are intended to be used directly by the Jenny code generator. They are not intended to be used as a dependency for your own plugins.

Installation

TODO: How to install in your project

Configuration

To use any plugin in this repository, add the following to your Jenny.properties file:

Jenny.SearchPaths = ... # Wherever you keep your codegen assemblies

Jenny.Plugins = CorundumGames.Codegen

Configuration specific to each plugin can be found in the sections below.

Plugins

At the moment, this repository only includes one plugin. But I intend to add others.

All plugins will be contained in one assembly. If you don't need a plugin, simply don't include it in your Jenny.properties file.

CorundumGames.Codegen.DisposableComponent

Generates systems that call Dispose() on components that implement IDisposable. No attributes necessary, simply implement IDisposable.

This is useful for components that contain data that must be cleaned up, including pooled objects. In my case, I use this plugin to reset DOTween-based tweens. Here's an example of a disposable component that I'm using in Chromavaders:

using System;
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using Entitas;
using UnityEngine;

// This component is hand-written
[Game]
public sealed class PositionTweenComponent : IComponent, IDisposable
{
    public TweenerCore<Vector2, Vector2, VectorOptions> tween;

    public void Dispose()
    {
        if (tween is { active: true })
        { // If this position tween is not null and it's still active...
            tween.Kill();
        }

        tween = null;
    }
}

A disposable component processed with this plugin will have its Dispose() method called when any of the following occurs:

Configuration

To include it in your project, modify the following properties within Jenny.properties file like so:

Jenny.DataProviders = CorundumGames.Codegen.DisposableComponent.DataProvider
Jenny.CodeGenerators = CorundumGames.Codegen.DisposableComponent.Generator

Usage

This plugin generates a DisposeDataFeature in Generated/Features. Add it to your Systems instance to enable it in your project. You may also add the generated systems to your Systems instances directly.

Disposable components may be added to as many Contexts as you'd like. This plugin will generate systems for each combination of component and context.

Entitas pools components, therefore your Dispose() method must not make them unusable. This means your disposable components must not use a disposed flag, nor should they ever throw ObjectDisposedException.

Compatibility

The plugin itself should work on all platforms that Jenny supports (Windows, macOS, Linux).

The generated code requires at least Unity 2021.1, due to its use of UnityEngine.Pool. If you want to use this generator without using UnityEngine.Pool, please open a ticket (or even better, a pull request).

Building

This project can be built and used on Windows, macOS, and Linux. Install the latest version of .NET and build it on the command-line.

Run the command dotnet build, passing in the .sln file if you're not in that directory.

# Either change directory to the cloned repo...
cd CorundumGames.Codegen
dotnet build

# ...or pass the solution file explicitly
dotnet build ./path/to/CorundumGames.Codegen.sln

License

All files in this repository are released under the MIT license, unless otherwise noted.

You own the output of each plugin, I make no ownership claims to it.

Product Compatible and additional computed target framework versions.
.NET Framework net472 is compatible.  net48 was computed.  net481 was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
0.1.9 718 3/23/2022
0.1.8 734 3/23/2022
0.1.4 754 3/15/2022
0.1.3 745 3/11/2022
0.0.3 782 2/21/2022
0.0.2 702 2/21/2022
0.0.1 738 2/20/2022