Closed viseztrance closed 3 years ago
The namespace argument just tells the source generator in which namespace to place the Formatters it generates.
Since Ceras does not dynamically lookup any Formatter by its name, it should work. Ceras 'gets' the Formatters from its config. The generated formatters are added to Ceras' config here: https://github.com/rikimaru0345/Ceras/blob/603a32395c4772aa3ac6e05490b0f77de5aaff0e/src/Ceras.AotGenerator/SourceGenerator/SourceFormatterGenerator.cs#L30
So yes, it should be possible to just use an arbitrary name (as long as it is something that you can use as a namespace in C#, like it shouldn't have any invalid symbols :P ).
If you decide to change the EditorExtension, could you submit a PR?
Thanks for looking into this so quickly.
If you decide to change the EditorExtension, could you submit a PR?
Sure, I would be happy to do so.
Hi, I've received this error after copying Ceras to my Unity game project:
Assets/Vendor/CerasSerializer/Ceras.UnityAddon/Editor/EditorExtension.cs(30,23): error CS7036: There is no argument given that corresponds to the required formal parameter 'output' of 'Generator.Generate(string, IEnumerable, StringBuilder)'
I'm assuming it's happening because of this change.
So I guess
Generator.Generate(assemblies, sb)
needs to be changed toGenerator.Generate(ns, assemblies, sb);
(and in Ceras.AotGeneratorApp/Program.cs as well).Can ns be any arbitrary string, or does it need to match my own games namespace?