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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

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:
Raul Santos
2022-10-22 23:13:52 +02:00
parent 0b627c4133
commit 687633e5bd
7 changed files with 10 additions and 10 deletions

View File

@@ -56,7 +56,7 @@ namespace GodotPlugins.Game
}
";
context.AddSource("GodotPlugins.Game_Generated",
context.AddSource("GodotPlugins.Game.generated",
SourceText.From(source, Encoding.UTF8));
}
}

View File

@@ -87,7 +87,7 @@ namespace Godot.SourceGenerators
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptMethods_Generated";
+ "_ScriptMethods.generated";
var source = new StringBuilder();

View File

@@ -96,8 +96,8 @@ namespace Godot.SourceGenerators
string.Empty;
bool hasNamespace = classNs.Length != 0;
var uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptPath_Generated";
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptPath.generated";
var source = new StringBuilder();
@@ -126,7 +126,7 @@ namespace Godot.SourceGenerators
source.Append("\n}\n");
}
context.AddSource(uniqueHint.ToString(), SourceText.From(source.ToString(), Encoding.UTF8));
context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
}
private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
@@ -157,7 +157,7 @@ namespace Godot.SourceGenerators
sourceBuilder.Append("})]\n");
context.AddSource("AssemblyScriptTypes_Generated",
context.AddSource("AssemblyScriptTypes.generated",
SourceText.From(sourceBuilder.ToString(), Encoding.UTF8));
}

View File

@@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptProperties_Generated";
+ "_ScriptProperties.generated";
var source = new StringBuilder();

View File

@@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptPropertyDefVal_Generated";
+ "_ScriptPropertyDefVal.generated";
var source = new StringBuilder();

View File

@@ -73,7 +73,7 @@ namespace Godot.SourceGenerators
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptSerialization_Generated";
+ "_ScriptSerialization.generated";
var source = new StringBuilder();

View File

@@ -82,7 +82,7 @@ namespace Godot.SourceGenerators
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptSignals_Generated";
+ "_ScriptSignals.generated";
var source = new StringBuilder();