Esempio n. 1
0
        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!");
            }
        }
Esempio n. 2
0
        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!");
            }
        }