feat: add Godot C# compatibility and shared codegen weaving
Validate ShrinkSDK Workspace / unity (push) Failing after 3m18s
Validate ShrinkSDK Workspace / unity (push) Failing after 3m18s
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using ShrinkCommand;
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using ShrinkEventBus;
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using ShrinkModFramework;
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[ShrinkMod("fixture.mod", "Fixture Mod", "1.0.0")]
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public sealed class FixtureMod : ShrinkModBase, IShrinkModUnload
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{
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public bool Ready { get; private set; }
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public int UnloadCalls { get; private set; }
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public override void OnReady(ShrinkModContext context) => Ready = true;
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public void OnUnload(ShrinkModContext context) => UnloadCalls++;
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}
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public readonly struct ModFixtureEvent : IShrinkEvent { }
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[ShrinkEventSubscriber]
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public static class ModFixtureEvents
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{
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public static int Calls { get; private set; }
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[ShrinkSubscribe] private static void Handle(ModFixtureEvent value) => Calls++;
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}
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[ShrinkCommandSubscriber]
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public static class ModFixtureCommands
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{
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[ShrinkCommand("mod-fixture/ping")] public static void Ping() { }
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}
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@@ -0,0 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<AssemblyName>ShrinkSDK.ModFixture</AssemblyName>
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<ShrinkCodeGenEnabled>true</ShrinkCodeGenEnabled>
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<_ShrinkCodeGenTaskAssembly>$(MSBuildThisFileDirectory)..\..\CodeGen\ShrinkSDK.CodeGen.Task\bin\$(Configuration)\net8.0\ShrinkSDK.CodeGen.Task.dll</_ShrinkCodeGenTaskAssembly>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\Packages\ShrinkSDK.Runtime.Abstractions\ShrinkSDK.Runtime.Abstractions.csproj" />
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<ProjectReference Include="..\..\Packages\ShrinkSDK.ModFramework\ShrinkSDK.ModFramework.csproj" />
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<ProjectReference Include="..\..\Packages\ShrinkSDK.EventBus\ShrinkSDK.EventBus.csproj" />
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<ProjectReference Include="..\..\Packages\ShrinkSDK.Command\ShrinkSDK.Command.csproj" />
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</ItemGroup>
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<Import Project="..\..\CodeGen\ShrinkSDK.CodeGen.Task\buildTransitive\ShrinkSDK.CodeGen.targets" />
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</Project>
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