use genco::prelude::*;
use unrust_proc_macro::unity_authoring;
#[unity_authoring]
pub struct UnityGUID {
pub hash: [u32; 4],
}
#[allow(non_snake_case)]
pub fn UnityGUID_ingest_component(entity: &mut bevy::ecs::world::EntityMut, val: &UnityGUID) {
entity.insert(*val);
}
#[allow(non_snake_case)]
pub fn UnityGUID_CSHARP_TOKEN() -> csharp::Tokens {
quote! {
[StructLayout(LayoutKind.Sequential)]
public unsafe struct UnityGUID
{
public fixed uint hash[4];
public static implicit operator Unity.Entities.Serialization.EntityPrefabReference(UnityGUID val) => new Unity.Entities.Serialization.EntityPrefabReference(new Unity.Entities.Hash128(val.hash[0], val.hash[1], val.hash[2], val.hash[3]));
public static implicit operator UnityGUID(Unity.Entities.Serialization.EntityPrefabReference val)
{
var guid = new UnityGUID();
var hashes = val.AssetGUID.Value;
guid.hash[0] = hashes[0];
guid.hash[1] = hashes[1];
guid.hash[2] = hashes[2];
guid.hash[3] = hashes[3];
return guid;
}
}
[StructLayout(LayoutKind.Sequential)]
public unsafe struct UnityPrefab
{
public int ResourceID;
public UnityEntity* Guid;
public nuint Length;
}
}
}