using System; 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 ExportedProperties : Godot.Object { // Do not generate default value private String _notGenerate_Property_String = new string("not generate"); [Export] public String NotGenerate_Complex_Lamda_Property { get => _notGenerate_Property_String + Convert.ToInt32("1"); set => _notGenerate_Property_String = value; } [Export] public String NotGenerate_Lamda_NoField_Property { get => new string("not generate"); set => _notGenerate_Property_String = value; } [Export] public String NotGenerate_Complex_Return_Property { get { return _notGenerate_Property_String + Convert.ToInt32("1"); } set { _notGenerate_Property_String = value; } } private int _notGenerate_Property_Int = 1; [Export] public string NotGenerate_Returns_Property { get { if (_notGenerate_Property_Int == 1) { return "a"; } else { return "b"; } } set { _notGenerate_Property_Int = value == "a" ? 1 : 2; } } // Full Property private String _fullProperty_String = "FullProperty_String"; [Export] public String FullProperty_String { get { return _fullProperty_String; } set { _fullProperty_String = value; } } private String _fullProperty_String_Complex = new string("FullProperty_String_Complex") + Convert.ToInt32("1"); [Export] public String FullProperty_String_Complex { get { return _fullProperty_String_Complex; } set { _fullProperty_String_Complex = value; } } // Lambda Property private String _lamdaProperty_String = "LamdaProperty_String"; [Export] public String LamdaProperty_String { get => _lamdaProperty_String; set => _lamdaProperty_String = value; } // Auto Property [Export] private Boolean property_Boolean { get; set; } = true; [Export] private Char property_Char { get; set; } = 'f'; [Export] private SByte property_SByte { get; set; } = 10; [Export] private Int16 property_Int16 { get; set; } = 10; [Export] private Int32 property_Int32 { get; set; } = 10; [Export] private Int64 property_Int64 { get; set; } = 10; [Export] private Byte property_Byte { get; set; } = 10; [Export] private UInt16 property_UInt16 { get; set; } = 10; [Export] private UInt32 property_UInt32 { get; set; } = 10; [Export] private UInt64 property_UInt64 { get; set; } = 10; [Export] private Single property_Single { get; set; } = 10; [Export] private Double property_Double { get; set; } = 10; [Export] private String property_String { get; set; } = "foo"; // Godot structs [Export] private Vector2 property_Vector2 { get; set; } = new(10f, 10f); [Export] private Vector2i property_Vector2i { get; set; } = Vector2i.Up; [Export] private Rect2 property_Rect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f)); [Export] private Rect2i property_Rect2i { get; set; } = new(new Vector2i(10, 10), new Vector2i(10, 10)); [Export] private Transform2D property_Transform2D { get; set; } = Transform2D.Identity; [Export] private Vector3 property_Vector3 { get; set; } = new(10f, 10f, 10f); [Export] private Vector3i property_Vector3i { get; set; } = Vector3i.Back; [Export] private Basis property_Basis { get; set; } = new Basis(Quaternion.Identity); [Export] private Quaternion property_Quaternion { get; set; } = new Quaternion(Basis.Identity); [Export] private Transform3D property_Transform3D { get; set; } = Transform3D.Identity; [Export] private Vector4 property_Vector4 { get; set; } = new(10f, 10f, 10f, 10f); [Export] private Vector4i property_Vector4i { get; set; } = Vector4i.One; [Export] private Projection property_Projection { get; set; } = Projection.Identity; [Export] private AABB property_AABB { get; set; } = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f)); [Export] private Color property_Color { get; set; } = Colors.Aquamarine; [Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ; [Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process"); [Export] private Signal property_Signal { get; set; } = new Signal(Engine.GetMainLoop(), "property_list_changed"); // Enums [SuppressMessage("ReSharper", "UnusedMember.Local")] enum MyEnum { A, B, C } [Export] private MyEnum property_Enum { get; set; } = MyEnum.C; [Flags] [SuppressMessage("ReSharper", "UnusedMember.Local")] enum MyFlagsEnum { A, B, C } [Export] private MyFlagsEnum property_FlagsEnum { get; set; } = MyFlagsEnum.C; // Arrays [Export] private Byte[] property_ByteArray { get; set; } = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Int32[] property_Int32Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Int64[] property_Int64Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 }; [Export] private Single[] property_SingleArray { get; set; } = { 0f, 1f, 2f, 3f, 4f, 5f, 6f }; [Export] private Double[] property_DoubleArray { get; set; } = { 0d, 1d, 2d, 3d, 4d, 5d, 6d }; [Export] private String[] property_StringArray { get; set; } = { "foo", "bar" }; [Export(PropertyHint.Enum, "A,B,C")] private String[] property_StringArrayEnum { get; set; } = { "foo", "bar" }; [Export] private Vector2[] property_Vector2Array { get; set; } = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right }; [Export] private Vector3[] property_Vector3Array { get; set; } = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right }; [Export] private Color[] property_ColorArray { get; set; } = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige }; [Export] private Godot.Object[] property_GodotObjectOrDerivedArray { get; set; } = { null }; [Export] private StringName[] field_StringNameArray { get; set; } = { "foo", "bar" }; [Export] private NodePath[] field_NodePathArray { get; set; } = { "foo", "bar" }; [Export] private RID[] field_RIDArray { get; set; } = { default, default, default }; // Variant [Export] private Variant property_Variant { get; set; } = "foo"; // Classes [Export] private Godot.Object property_GodotObjectOrDerived { get; set; } [Export] private Godot.Texture property_GodotResourceTexture { get; set; } [Export] private StringName property_StringName { get; set; } = new StringName("foo"); [Export] private NodePath property_NodePath { get; set; } = new NodePath("foo"); [Export] private RID property_RID { get; set; } [Export] private Godot.Collections.Dictionary property_GodotDictionary { get; set; } = new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } }; [Export] private Godot.Collections.Array property_GodotArray { get; set; } = new() { "foo", 10, Vector2.Up, Colors.Chocolate }; [Export] private Godot.Collections.Dictionary property_GodotGenericDictionary { get; set; } = new() { { "foo", true }, { "bar", false } }; [Export] private Godot.Collections.Array property_GodotGenericArray { get; set; } = new() { 0, 1, 2, 3, 4, 5, 6 }; } }