using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; #pragma warning disable CS0169 #pragma warning disable CS0414 namespace Godot.SourceGenerators.Sample { [SuppressMessage("ReSharper", "BuiltInTypeReferenceStyle")] [SuppressMessage("ReSharper", "RedundantNameQualifier")] [SuppressMessage("ReSharper", "ArrangeObjectCreationWhenTypeEvident")] [SuppressMessage("ReSharper", "InconsistentNaming")] public partial class ExportedFields : Godot.Object { [Export] private Boolean field_Boolean = true; [Export] private Char field_Char = 'f'; [Export] private SByte field_SByte = 10; [Export] private Int16 field_Int16 = 10; [Export] private Int32 field_Int32 = 10; [Export] private Int64 field_Int64 = 10; [Export] private Byte field_Byte = 10; [Export] private UInt16 field_UInt16 = 10; [Export] private UInt32 field_UInt32 = 10; [Export] private UInt64 field_UInt64 = 10; [Export] private Single field_Single = 10; [Export] private Double field_Double = 10; [Export] private String field_String = "foo"; // Godot structs [Export] private Vector2 field_Vector2 = new(10f, 10f); [Export] private Vector2i field_Vector2i = Vector2i.Up; [Export] private Rect2 field_Rect2 = new(new Vector2(10f, 10f), new Vector2(10f, 10f)); [Export] private Rect2i field_Rect2i = new(new Vector2i(10, 10), new Vector2i(10, 10)); [Export] private Transform2D field_Transform2D = Transform2D.Identity; [Export] private Vector3 field_Vector3 = new(10f, 10f, 10f); [Export] private Vector3i field_Vector3i = Vector3i.Back; [Export] private Basis field_Basis = new Basis(Quaternion.Identity); [Export] private Quaternion field_Quaternion = new Quaternion(Basis.Identity); [Export] private Transform3D field_Transform3D = Transform3D.Identity; [Export] private Vector4 field_Vector4 = new(10f, 10f, 10f, 10f); [Export] private Vector4i field_Vector4i = Vector4i.One; [Export] private Projection field_Projection = Projection.Identity; [Export] private AABB field_AABB = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f)); [Export] private Color field_Color = Colors.Aquamarine; [Export] private Plane field_Plane = Plane.PlaneXZ; [Export] private Callable field_Callable = new Callable(Engine.GetMainLoop(), "_process"); [Export] private Signal field_Signal = new Signal(Engine.GetMainLoop(), "property_list_changed"); // Enums [SuppressMessage("ReSharper", "UnusedMember.Local")] enum MyEnum { A, B, C } [Export] private MyEnum field_Enum = MyEnum.C; [Flags] [SuppressMessage("ReSharper", "UnusedMember.Local")] enum MyFlagsEnum { A, B, C } [Export] private MyFlagsEnum field_FlagsEnum = MyFlagsEnum.C; // Arrays [Export] private Byte[] field_ByteArray = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Int32[] field_Int32Array = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Int64[] field_Int64Array = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Single[] field_SingleArray = { 0f, 1f, 2f, 3f, 4f, 5f, 6f }; [Export] private Double[] field_DoubleArray = { 0d, 1d, 2d, 3d, 4d, 5d, 6d }; [Export] private String[] field_StringArray = { "foo", "bar" }; [Export(PropertyHint.Enum, "A,B,C")] private String[] field_StringArrayEnum = { "foo", "bar" }; [Export] private Vector2[] field_Vector2Array = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right }; [Export] private Vector3[] field_Vector3Array = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right }; [Export] private Color[] field_ColorArray = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige }; [Export] private Godot.Object[] field_GodotObjectOrDerivedArray = { null }; [Export] private StringName[] field_StringNameArray = { "foo", "bar" }; [Export] private NodePath[] field_NodePathArray = { "foo", "bar" }; [Export] private RID[] field_RIDArray = { default, default, default }; // Note we use Array and not System.Array. This tests the generated namespace qualification. [Export] private Int32[] field_empty_Int32Array = Array.Empty(); // Note we use List and not System.Collections.Generic. [Export] private int[] field_array_from_list = new List(Array.Empty()).ToArray(); // Variant [Export] private Variant field_Variant = "foo"; // Classes [Export] private Godot.Object field_GodotObjectOrDerived; [Export] private Godot.Texture field_GodotResourceTexture; [Export] private StringName field_StringName = new StringName("foo"); [Export] private NodePath field_NodePath = new NodePath("foo"); [Export] private RID field_RID; [Export] private Godot.Collections.Dictionary field_GodotDictionary = new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } }; [Export] private Godot.Collections.Array field_GodotArray = new() { "foo", 10, Vector2.Up, Colors.Chocolate }; [Export] private Godot.Collections.Dictionary field_GodotGenericDictionary = new() { { "foo", true }, { "bar", false } }; [Export] private Godot.Collections.Array field_GodotGenericArray = new() { 0, 1, 2, 3, 4, 5, 6 }; } }