// NEEDLE_CODEGEN_START
// auto generated code - do not edit directly
#pragma warning disable
namespace Needle.Typescript.GeneratedComponents
{
public partial class MyCustomComponent : UnityEngine.MonoBehaviour
{
public float @myFloatValue = 42f;
public UnityEngine.Transform @myOtherObject;
public UnityEngine.Transform[] @prefabs = new UnityEngine.Transform[]{ };
public void start(){}
public void update(){}
}
}
// NEEDLE_CODEGEN_END
:::
::: code-group-item Extending Generated C#
using UnityEditor;
// you can add code above or below the NEEDLE_CODEGEN_ blocks
// NEEDLE_CODEGEN_START
// auto generated code - do not edit directly
#pragma warning disable
namespace Needle.Typescript.GeneratedComponents
{
public partial class MyCustomComponent : UnityEngine.MonoBehaviour
{
public float @myFloatValue = 42f;
public UnityEngine.Transform @myOtherObject;
public UnityEngine.Transform[] @prefabs = new UnityEngine.Transform[]{ };
public void start(){}
public void update(){}
}
}
// NEEDLE_CODEGEN_END
namespace Needle.Typescript.GeneratedComponents
{
// This is how you extend the generated component (namespace and class name must match!)
public partial class MyCustomComponent : UnityEngine.MonoBehaviour
{
public void MyAdditionalMethod()
{
}
private void OnValidate()
{
myFloatValue = 42;
}
}
// of course you can also add custom editors
[CustomEditor(typeof(MyCustomComponent))]
public class MyCustomComponentEditor : Editor
{
public override void OnInspectorGUI()
{
EditorGUILayout.HelpBox("This is my sample component", MessageType.None);
base.OnInspectorGUI();
}
}
}