ā Organized Function / method libraries?
In C# i want to try making some reusable methods/functions.
In Unreal Engine, there is a "Function Library" that is a list of functions/methods, and when you click one, it takes you to their code, making it very easy to organize and look at / across lots of different ones.
Is there anything similar, or any similar setups i can do, for visual studio / C#?
20 Replies
Create a new class library project
And reference it in your main project
Or handle it separately, and get it via nuget as a package
is there a way within a project, or is that the way?
IE i don't get an organized looking list unless its a project of type library
Well, uh, you can make a static class that will contain all the helper functions, I guess?
I believe that's what Unreal's "function library" does, more or less
i mean i specificly want a list of fuctions like this
like where i can click and then see its code
C# is not a visual programming language, so you will not get a list of functions
Try as you might
fuck
You can ctrl-click any piece of code and go to its declaration
And you can utilize IntelliSense so that it can show you all methods available in a static class
But you're not gonna be dragging blocks of code around with your mouse, I'm afraid
im not asking to drag blocks of code around by mouse
Object browser can show you all methods organized by type
i literally just like, want a list
that...looks closer! although idk how to use it
Typing
SomeStaticClass.
will show you all the available members of that class
Same goes for object instances, typing theObject.
will show you all members of itOnly public ones though
Well, yeah
Or 'accessible' rather
You shouldn't concern yourself with the inaccessible ones, they're like that for a reason
what i...guess, i want, i some thing where, i guess for organizational simplificy, i have a ton of classes, or maybe rather files that are all part of one partial class, and each one has a method, and i can see all those methods on a list somewhere, like that object browser thing.
Speak for yourself, I need to know how to use reflection to bypass the author's intent and muck with internals
Especially if we're comparing it to Unreal's function library, which is basically a static class with a bunch of static helper functions
Then use the object browser
It'll work i suppose.
Thanks
š
Was this issue resolved? If so, run
/close
- otherwise I will mark this as stale and this post will be archived until there is new activity.