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Use .generated suffix for generated C# code
Use the `.generated` suffix instead of `_Generated` so .NET marks C# file generated by Godot source generators as generated code.
This commit is contained in:
parent
0b627c4133
commit
687633e5bd
7 changed files with 10 additions and 10 deletions
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@ -56,7 +56,7 @@ namespace GodotPlugins.Game
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}
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}
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";
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";
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context.AddSource("GodotPlugins.Game_Generated",
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context.AddSource("GodotPlugins.Game.generated",
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SourceText.From(source, Encoding.UTF8));
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SourceText.From(source, Encoding.UTF8));
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}
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}
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}
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}
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@ -87,7 +87,7 @@ namespace Godot.SourceGenerators
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bool isInnerClass = symbol.ContainingType != null;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptMethods_Generated";
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+ "_ScriptMethods.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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@ -96,8 +96,8 @@ namespace Godot.SourceGenerators
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string.Empty;
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string.Empty;
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bool hasNamespace = classNs.Length != 0;
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bool hasNamespace = classNs.Length != 0;
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var uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptPath_Generated";
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+ "_ScriptPath.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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@ -126,7 +126,7 @@ namespace Godot.SourceGenerators
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source.Append("\n}\n");
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source.Append("\n}\n");
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}
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}
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context.AddSource(uniqueHint.ToString(), SourceText.From(source.ToString(), Encoding.UTF8));
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context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
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}
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}
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private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
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private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
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@ -157,7 +157,7 @@ namespace Godot.SourceGenerators
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sourceBuilder.Append("})]\n");
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sourceBuilder.Append("})]\n");
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context.AddSource("AssemblyScriptTypes_Generated",
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context.AddSource("AssemblyScriptTypes.generated",
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SourceText.From(sourceBuilder.ToString(), Encoding.UTF8));
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SourceText.From(sourceBuilder.ToString(), Encoding.UTF8));
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}
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}
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@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
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bool isInnerClass = symbol.ContainingType != null;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptProperties_Generated";
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+ "_ScriptProperties.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
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bool isInnerClass = symbol.ContainingType != null;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptPropertyDefVal_Generated";
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+ "_ScriptPropertyDefVal.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
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bool isInnerClass = symbol.ContainingType != null;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptSerialization_Generated";
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+ "_ScriptSerialization.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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@ -82,7 +82,7 @@ namespace Godot.SourceGenerators
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bool isInnerClass = symbol.ContainingType != null;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptSignals_Generated";
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+ "_ScriptSignals.generated";
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var source = new StringBuilder();
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var source = new StringBuilder();
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