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Assorted code generators for Entitas, packaged and documented such that they *should* be easy to use.

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CorundumGames.Codegen

Nuget openupm

A set of Jenny plugins that I think are useful for a wide variety of projects that use C#, Unity, and Entitas.

How to Use

These plugins are intended to be used directly by the Jenny code generator. They are not intended to be used as a dependency for your own plugins.

Installation

This section describes the ways in which you can add these plugins to your project.

As far as assemblies go, this project works a little differently. The assembly is not intended to be used by Unity directly; it is intended for use by Jenny.exe on the command line.

Via OpenUPM

Install the package games.corundum.codegen from OpenUPM through the instructions described here. When you do so, you'll need to add a specific directory to your Jenny.SearchPaths property. Add the following:

Jenny.SearchPaths = ... \
  Library/PackageCache/[email protected] \
  ... # Other packages

Adjust the version number depending on which one you have installed.

Manually

This is the least convenient option, but it will work if you're unable to use the UPM package for some reason.

  1. Download the latest .nupkg from NuGet here.
  2. Extract the archive's contents using a tool that supports .nupkg files, such as 7-Zip.
  3. Copy the file lib/net472/CorundumGames.Codegen.dll to wherever you keep your codegen assemblies. If you're installing with this method, this will probably be in your project's source tree.
  4. Add the directory containing your codegen assemblies to your Jenny.properties file.

Configuration

To use any plugin in this repository, add the following to your Jenny.properties file:

Jenny.SearchPaths = ... # Configure as described in the Installation section

Jenny.Plugins = CorundumGames.Codegen

Configuration specific to each plugin can be found in the following sections, where applicable. If you don't need a particular plugin, simply don't include it in your Jenny.properties file.

Plugins

At the moment, this repository only includes one plugin. However, I may add more that I develop and use if they're interesting enough to reuse across projects. If necessary, I will split these plugins into multiple assemblies within this source repository.

CorundumGames.Codegen.DisposableComponent

Generates systems that call Dispose() on components that implement IDisposable. No attributes necessary, simply implement IDisposable.

This is useful for components that contain data that must be cleaned up, including pooled objects. In my case, I use this plugin to reset DOTween-based tweens. Here's an example of a disposable component that I'm using in Chromavaders:

using System;
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using Entitas;
using UnityEngine;

// This component is hand-written
[Game]
public sealed class PositionTweenComponent : IComponent, IDisposable
{
    public TweenerCore<Vector2, Vector2, VectorOptions> tween;

    public void Dispose()
    {
        if (tween is { active: true })
        { // If this position tween is not null and it's still active...
            tween.Kill();
        }

        tween = null;
    }
}

A disposable component processed with this plugin will have its Dispose() method called when any of the following occurs:

Configuration

To include it in your project, modify the following properties within Jenny.properties file like so:

Jenny.DataProviders = CorundumGames.Codegen.DisposableComponent.DataProvider
Jenny.CodeGenerators = CorundumGames.Codegen.DisposableComponent.Generator

Usage

This plugin generates a DisposeDataFeature in Generated/Features. Add it to your Systems instance to enable it in your project. You may also add the generated systems to your Systems instances directly.

Disposable components may be added to as many Contexts as you'd like. This plugin will generate systems for each combination of component and context.

Entitas pools components, therefore your Dispose() method must not make them unusable. This means your disposable components must not use a disposed flag, nor should they ever throw ObjectDisposedException.

Compatibility

The plugin itself should work on all platforms that Jenny supports (Windows, macOS, Linux).

The generated code requires at least Unity 2021.1, due to its use of UnityEngine.Pool. If you want to use this generator without using UnityEngine.Pool, please open a ticket (or even better, a pull request).

Building

This project can be built and used on Windows, macOS, and Linux. Install the latest version of .NET and build it on the command-line.

Run the command dotnet build, passing in the .sln file if you're not in that directory.

# Either change directory to the cloned repo...
cd CorundumGames.Codegen
dotnet build

# ...or pass the solution file explicitly
dotnet build ./path/to/CorundumGames.Codegen.sln

License

All files in this repository are released under the MIT license, unless otherwise noted.

You own the output of each plugin, I make no ownership claims to it.

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Assorted code generators for Entitas, packaged and documented such that they *should* be easy to use.

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