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godotinterfaceexport's Introduction

hi im pocchi ✨

i like making games

and sometime webapps
anyway here's my links:

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godotinterfaceexport's Issues

Add support for resources

It would be nice to create a Resource equivalent to the current Node export. Analyzer-wise, we already have everything needed to properly detect if a resource implements an interface or not, as it can just use the same analyzer for node scripts.

However, the much harder task is creating a custom UI to cover resource-picker and resource editor.

  • For the time being, it might be good enough to just create a resource picker that only includes existing resource files, and disallow scene local resources.
  • Ideally, we want to have something as similar to the current Godot resource export as possible, including the ability to scene local resources from a list of options of only resources that implement the interface.

The analyzer assembly 'GodotInterfaceExport.dll' references version '4.7.0.0' of the compiler, which is newer than the currently running version '4.3.0.0'

I get this error when running dotnet sdk version 6.0

CSC : warning CS9057: The analyzer assembly '~\godotinterfaceexport\0.1.1\analyzers\dotnet\cs\GodotInterfaceExport.dll' 
references version '4.7.0.0' of the compiler, which is newer than the currently running version '4.3.0.0'.

Updating to dotnet sdk version 8.0 seem to fix it, but I still want to make this source generator work with the 6.0 since that's the standard for Godot 4.0.

Support accessibility modifier and nullable

Currently, generated properties are hard-coded to be private and non-null. We can improve this by having it inherit the modifier and nullability of whatever node it's generated from:

[Export]
[ExportInterface(typeof(IComponentA))]
public Node? ComponentANode { set; get; }

// Generated
public IComponentA? ComponentA { set; get; } // public and nullable

Add support for fields

Currently, the attribute only supports properties. This is due to the source generator not detecting field members for some reason. As many Godot user uses regular fields for their exports, we should also support this.

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