private static void CompileViewState() { Debug.Log("Compile LevelViewState..."); var stateCompiler = new PlainBuffersCompiler( new ViewStateCodeGenerator(new[] { "DPong.Level.State", "FxNet.Random", "UnityEngine" }), new[] { ExternStructInfo.WithoutValues("FxRandomState", 32, 8), ExternStructInfo.WithEnumeratedValues("Vector2", 8, 4, new[] { "zero", "top", "left", "bottom", "right" }) }, new FixedToFloatTypeMapper()); var(errors, warnings) = stateCompiler.Compile(SchemaPath, LevelViewStatePath); foreach (var warning in warnings) { Debug.LogWarning(warning); } foreach (var error in errors) { Debug.LogError(error); } if (errors.Length == 0) { Debug.Log("LevelViewState compiled successfully!"); } }
private static void CompileLevelState() { Debug.Log("Compile LevelState..."); var stateCompiler = new PlainBuffersCompiler( new CSharpUnityCodeGenerator(new[] { "FxNet.Math", "FxNet.Random" }), new[] { ExternStructInfo.WithoutValues("FxNum", 8, 8), ExternStructInfo.WithEnumeratedValues("FxVec2", 16, 8, new[] { "Zero", "Top", "Left", "Bottom", "Right" }), ExternStructInfo.WithoutValues("FxRandomState", 32, 8) }); var(errors, warnings) = stateCompiler.Compile(SchemaPath, LevelStatePath); foreach (var warning in warnings) { Debug.LogWarning(warning); } foreach (var error in errors) { Debug.LogError(error); } if (errors.Length == 0) { Debug.Log("LevelState compiled successfully!"); } }