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chickensoft-games
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AutoInject
Node-based dependency injection for C# Godot scripts at build-time, including utilities for automatic node-binding, additional lifecycle hooks, and .net-inspired notification callbacks.
https://www.nuget.org/packages/Chickensoft.AutoInject/
MIT License
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5
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Godot notifications changed, IAutoOn callbacks work differently
#19
rmvermeulen
opened
5 hours ago
1
chore: upgrade introspection
#18
jolexxa
closed
3 weeks ago
0
chore: update renovate config
#17
wlsnmrk
closed
1 month ago
0
Compatibility with Native AoT / non-JIT platforms (iOS)
#16
orosbogdan
closed
2 months ago
1
fix: only initialize once
#15
jolexxa
closed
3 months ago
0
fix: deterministic lifecycle
#14
jolexxa
closed
4 months ago
0
Updating 2.0 installation instructions to mention GodotNodeInterfaces
#13
nicholasgrose
closed
4 months ago
2
refactor: rework project, use new introspection generator, combine mixins
#12
jolexxa
closed
5 months ago
0
fix: update project and start resolution at node's parent, not node itself
#11
jolexxa
closed
6 months ago
0
Prevent Node from providing its own dependency?
#10
ZumiKua
closed
6 months ago
5
Old versions in Installing Section
#9
SleepTideGames
closed
6 months ago
1
feat: allow two-phase dependency resolution notifications
#8
jolexxa
closed
1 year ago
0
feat: allow dependencies to be faked
#7
jolexxa
closed
1 year ago
0
Update README.md
#6
Timvisser1994
closed
1 year ago
0
fix: correct dependency resolution for dependents that rely on more than one dependency from the same provider
#5
jolexxa
closed
1 year ago
0
Dependant node throws registration error if multiple dependencies are provided after it has been added to the scene tree in its parent's _Ready() method.
#4
mk56-spn
closed
1 year ago
0
feat: announce when dependencies resolved
#3
jolexxa
closed
1 year ago
0
fix: ignore warnings in usage projects
#2
jolexxa
closed
1 year ago
0
fix: correct dependency resolution
#1
jolexxa
closed
1 year ago
0