Comments (3)
Unfortunately that isn't currently available, although it is on our roadmap. If you'd like to look into it and submit a pull request that would be awesome, otherwise I'll update this issue when eventually gets implemented although I'm afraid I can't offer any ETA at the moment.
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Your code is very well written, but at first try I didn't figure out were the bindings are looked for. However I am not sure if I am going to end up using this solution as it may clash with our current ecs design. For the time being I close the issue thanks for the explanation
from unity-weld.
If in future you ever did want to look into this, the place to start would probably be to change BindableMember
so that MemberName
can be cached as a custom string rather than coming directly from the reflected MemberInfo
object. Once we can store that data, TypeResolver.FindBindableProperties
and TypeResolver.FindBindableMethods
are the functions that actually find all the members with the Binding
attribute.
I'll update this if I get a chance to look into it more.
from unity-weld.
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