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Copy file name to clipboardExpand all lines: README.md
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@@ -220,35 +220,45 @@ var scene3 = Instantiate<Scene3>();
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* Provides strongly typed access to the resource hierarchy
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* By default, scans files & folders from location of decorated class
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* Advanced options available as attribute arguments:
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* source: relative or absolute path (use "", ".", "/" for root)
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* res: flags to configure generated output (see examples below)
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* source: relative or absolute path (use `/` as shortcut for `res://`)
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* resg: flags to configure generated output (see examples below)
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* resx: flags to configure extra input (see examples below)
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* xtras: scan for other file types (eg, txt, cfg, etc)
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* xclude: directories to exclude (addons is always excluded)
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#### Examples:
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```cs
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//[ResourceTree] // Scan for resources from class location
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//[ResourceTree(".")] // Scan for resources from res:// (can also use "/" or empty string)
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//[ResourceTree("Assets")] // Scans for resources from res://Assets or (if not found) <classpath>/Assets
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//[ResourceTree(res: Res.Uid)] // Include uid files
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//[ResourceTree(res: Res.Scenes)] // Include tscn/scn files
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//[ResourceTree(res: Res.Scripts)] // Include cs/gd files
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//[ResourceTree(res: Res.Load)] // (default) Properties will call GD.Load to get new resource with correct type
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//[ResourceTree(res: Res.ResPaths)] // Properties provide resource path rather than GD.Loading a new resource instance
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//[ResourceTree(res: Res.DirPaths)] // Include resource paths for directories
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//[ResourceTree(res: Res.All)] // All of the above
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//[ResourceTree(res: Res.AllIn)] // Equivalent to Res.Uid | Res.Scenes | Res.Scripts
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//[ResourceTree(res: Res.AllOut)] // Equivalent to Res.Load | Res.ResPaths | Res.DirPaths
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//[ResourceTree(xtras: ["cfg", "txt"])] // Include file types not recognised as a Godot resource (these should be added to export configs if required in-game)
Copy file name to clipboardExpand all lines: SourceGenerators/SourceGenerators.csproj
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<PropertyGroup>
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<Description>
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C# Source Generators for use with the Godot Game Engine
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- NB: Version 2.7 introduces an ever so slight [BREAKING CHANGE] in that identifiers comprised of unicode characters no longer need to be prefixed with `_` and other invalid characters are now removed instead of being replaced with `_`.
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* `SceneTree` class attribute:
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-- Provides strongly typed access to the scene hierarchy (via `_` operator)
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-- Generates direct access to uniquely named nodes via class properties
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