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, }; } } }