use genco::prelude::*;
use unrust_proc_macro::unity_authoring;
#[unity_authoring]
pub struct UnityEntity {
pub index: i32,
pub version: i32,
}
#[allow(non_snake_case)]
pub fn UnityEntity_ingest_component(_entity: &mut bevy::ecs::world::EntityMut, _val: &UnityEntity) {
}
#[allow(non_snake_case)]
pub fn UnityEntity_CSHARP_TOKEN() -> csharp::Tokens {
quote! {
[StructLayout(LayoutKind.Sequential)]
public struct UnityEntity
{
public int Index;
public int Version;
public static implicit operator Unity.Entities.Entity(UnityEntity val) => new Unity.Entities.Entity
{
Index = val.Index,
Version = val.Version,
};
public static implicit operator UnityEntity(Unity.Entities.Entity val) => new UnityEntity
{
Index = val.Index,
Version = val.Version,
};
}
}
}