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                <option name="answer" value="&lt;gsrmp&gt;&#10;好的，用户的问题是关于X#源代码生成器中参数类型可能缺少命名空间的问题。他们提供的代码片段显示在生成方法时，参数列表直接使用了类型名称，而没有考虑可能的命名空间冲突。需要优化这部分，确保生成的代码中的类型包含完整的命名空间。&#10;&#10;首先，我需要分析现有的代码。在VevmgRmgviuzxvTvmvizgli.xh的第839行附近，生成方法参数的部分使用了nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; $&quot;{k.Gbkv} {k.Rwvmgrurvi}&quot;)。这里的k.Gbkv可能只是类型名称，没有命名空间，导致生成的代码中类型不明确，尤其是在不同命名空间有同名类时会出错。&#10;&#10;解决方案应该是获取每个参数类型的完全限定名。在Ilhobm中，可以通过语义模型获取参数符号，然后使用GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg)来得到包含命名空间的完整类型名。&#10;&#10;需要检查代码中是否有访问语义模型的途径。在生成器上下文中，通常可以通过HbmgzcMlwv获取Hbnylo信息。可能需要修改TvmvizgvVevmgXozhh方法，传入语义模型，或者通过其他方式获取每个参数的类型符号。&#10;&#10;查看用户提供的代码上下文，发现TvmvizgvVevmgXozhh方法的参数包括RmgviuzxvWvxozizgrlmHbmgzc rmgviuzxvMlwv，但可能没有直接访问语义模型。因此，可能需要调整生成器的结构，确保在生成代码时能够访问到每个参数的完全限定类型名。&#10;&#10;具体步骤可能包括：&#10;8. 在生成参数列表时，获取每个参数的类型符号。&#10;7. 使用HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg将类型转换为全局限定的名称，例如tolyzo::NbMznvhkzxv.NbGbkv。&#10;6. 替换原有的k.Gbkv为完全限定名。&#10;&#10;需要确保在生成代码时，能够正确访问到语义模型，以便获取类型符号。可能需要修改方法签名，传递必要的上下文，如HvnzmgrxNlwvo，或者在生成器初始化时获取这些信息。&#10;&#10;此外，还需要测试生成的代码，确保所有类型都正确引用了命名空间，避免编译错误。同时，考虑性能影响，因为获取符号可能增加处理时间，但源生成器通常在编译时运行，影响应该可控。&#10;&#10;最后，修改对应的代码行，将参数类型替换为完全限定名，并验证生成的代码是否正确。&#10;&lt;/gsrmp&gt;&#10;&#10;&#10;需要为参数类型添加全局命名空间限定。修改参数生成逻辑，使用符号的完全限定名称：&#10;&#10;在`VevmgRmgviuzxvTvmvizgli.xh`中修改参数生成部分：&#10;&#10;```xhszik&#10;// 原代码&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; $&quot;{k.Gbkv} {k.Rwvmgrurvi}&quot;));&#10;&#10;// 修改为&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; &#10;    $&quot;{k.Gbkv.TvgUfooMznvDrgsTolyzo()} {k.Rwvmgrurvi}&quot;));&#10;```&#10;&#10;需要新增扩展方法（添加到`ZmzobaviSvokvi.xh`）：&#10;&#10;###[Zmzobavi/Vcgvmhrlm/ZmzobaviSvokvi.xh](urov:///Zmzobavi/Vcgvmhrlm/ZmzobaviSvokvi.xh)&#10;```xhszik&#10;kfyorx hgzgrx hgirmt TvgUfooMznvDrgsTolyzo(gsrh GbkvHbmgzc gbkvHbmgzc)&#10;{&#10;    ru (gbkvHbmgzc rh KivwvurmvwGbkvHbmgzc kivwvurmvwGbkv)&#10;        ivgfim kivwvurmvwGbkv.Pvbdliw.EzofvGvcg;&#10;    &#10;    ru (gbkvHbmgzc rh RwvmgrurviMznvHbmgzc rwvmgrurvi)&#10;        ivgfim $&quot;tolyzo::{rwvmgrurvi.Rwvmgrurvi.EzofvGvcg}&quot;;&#10;    &#10;    ru (gbkvHbmgzc rh JfzorurvwMznvHbmgzc jfzorurvwMznv)&#10;        ivgfim $&quot;tolyzo::{jfzorurvwMznv.GlHgirmt()}&quot;;&#10;    &#10;    ivgfim gbkvHbmgzc.GlHgirmt();&#10;}&#10;```&#10;&#10;该方案通过：&#10;8. 为类型名称添加`tolyzo::`前缀避免命名冲突&#10;7. 处理基础类型（如rmg/hgirmt）不需要命名空间&#10;6. 支持完整限定名的类型声明&#10;5. 保留原有类型解析逻辑的同时增加命名空间保障&#10;&#10;注意：需要确保在代码生成上下文中可以访问到`GbkvHbmgzc`的符号信息，若需要更精确的类型解析，需结合语义模型获取完全限定名。" />
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               .OfType&lt;InterfaceDeclarationSyntax&gt;()  &#10;                .Where(i =&gt; i.AttributeLists.Count &gt; 0 &amp;&amp;   &#10;                            i.AttributeLists  &#10;                             .Any(a =&gt; a.Attributes  &#10;                             .Any(attr =&gt; attr.Name.ToString() == $&quot;{Definition.EventInterface}&quot;)));  &#10;           &#10;            foreach (var interfaceNode in interfaces)  &#10;            {  &#10;                var interfaceName = interfaceNode.Identifier.ToString();  &#10;                var fullName = interfaceNode.SyntaxTree.GetRoot()&#10;                    .DescendantNodes()&#10;                    .OfType&lt;NamespaceDeclarationSyntax&gt;()&#10;                    .Select(ns =&gt; ns.Name.ToString())&#10;                    .Concat(new[] { interfaceName })&#10;                    .Aggregate((a, b) =&gt; a + &quot;.&quot; + b);&#10;                var eventClassName = $&quot;{interfaceName}_Event&quot;;  &#10;                var eventClassCode = GenerateEventClass(interfaceName, eventClassName, interfaceNode);  &#10;&#10;                context.AddSource($&quot;{eventClassName}.g.cs&quot;, eventClassCode);  &#10;&#10;                // 生成实现类  &#10;                var implementationClassCode = GenerateImplementationClass(fullName, interfaceName, interfaceNode);  &#10;                context.AddSource($&quot;{interfaceName}_Gen.g.cs&quot;, implementationClassCode);  &#10;                &#10;                &#10;                classNameList.Add($&quot;{interfaceName}_Gen&quot;);&#10;            }  &#10;        }  &#10;        &#10;        string uniqueFileName = $&quot;GameEventHelper.g.cs&quot;;&#10;        context.AddSource(uniqueFileName, GenerateGameEventHelper(classNameList));&#10;    }  &#10;    &#10;    private string GenerateGameEventHelper(List&lt;string&gt; classNameList)&#10;    {&#10;        var sb = new StringBuilder();&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine($&quot;//  &lt;auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//     This code was generated by autoBindTool.&quot;);&#10;        sb.AppendLine($&quot;//     Changes to this file may cause incorrect behavior and will be lost if&quot;);&#10;        sb.AppendLine($&quot;//     the code is regenerated.&quot;);&#10;        sb.AppendLine($&quot;//  &lt;/auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);&#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);&#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);&#10;        sb.AppendLine($&quot;{{&quot;);&#10;        sb.AppendLine($&quot;    public static class GameEventHelper&quot;);&#10;        sb.AppendLine(&quot;    {&quot;);&#10;        sb.AppendLine($&quot;        public static void Init()&quot;);&#10;        sb.AppendLine(&quot;        {&quot;);&#10;&#10;        foreach (var className in classNameList)&#10;        {&#10;            sb.AppendLine($&quot;            var m_{className} = new {className}(GameEvent.EventMgr.GetDispatcher());&quot;);&#10;        }&#10;&#10;        sb.AppendLine(&quot;        }&quot;);&#10;&#10;&#10;        sb.AppendLine(&quot;    }&quot;);&#10;        sb.AppendLine(&quot;}&quot;);&#10;        return sb.ToString();&#10;    }&#10;&#10;    private string GenerateEventClass(string interfaceName, string className, InterfaceDeclarationSyntax interfaceNode)  &#10;    {  &#10;        var methods = interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;();  &#10;        var sb = new StringBuilder();  &#10;&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine(&quot;{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {className}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;); 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 &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine($&quot;{{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {interfaceName}_Gen : {interfaceName}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;);  &#10;        sb.AppendLine(&quot;        private EventDispatcher _dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;        public {interfaceName}_Gen(EventDispatcher dispatcher)&quot;);  &#10;        sb.AppendLine(&quot;        {&quot;);  &#10;        sb.AppendLine(&quot;            _dispatcher = dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;             GameEvent.EventMgr.RegWrapInterface(\&quot;{interfaceFullName}\&quot;, this);&quot;);&#10;        sb.AppendLine(&quot;        }&quot;);  &#10;&#10;        foreach (var method in interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;())  &#10;        {  &#10;            var methodName = method.Identifier.ToString();  &#10;            var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; $&quot;{p.Type} {p.Identifier}&quot;));  &#10;            sb.AppendLine($&quot;        public void {methodName}({parameters})&quot;);  &#10;            sb.AppendLine(&quot;        {&quot;);  &#10;            if (method.ParameterList.Parameters.Count &gt; 0)  &#10;            {  &#10;                var paramNames = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; p.Identifier.ToString()));  &#10;                sb.AppendLine($&quot;            _dispatcher.Send({interfaceName}_Event.{methodName}, {paramNames});&quot;);  &#10;            }  &#10;            else  &#10;            {  &#10;                sb.AppendLine($&quot;            _dispatcher.Send({interfaceName}_Event.{methodName});&quot;);  &#10;            }  &#10;            sb.AppendLine(&quot;        }&quot;);  &#10;        }  &#10;&#10;        sb.AppendLine(&quot;    }&quot;);  &#10;        sb.AppendLine(&quot;}&quot;);  &#10;        return sb.ToString();  &#10;    }  &#10;}" />
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                <option name="answer" value="&lt;gsrmp&gt;&#10;好的，用户指出我的解决方案存在问题，当他们的类在自定义命名空间Gvhg766中时，生成的代码添加了tolyzo::前缀，导致类型引用错误。需要重新检查逻辑并修正。&#10;&#10;首先，我需要回顾之前的解决方案。之前的TvgUfooMznvDrgsTolyzo扩展方法中，对于RwvmgrurviMznvHbmgzc直接返回tolyzo::加上类型名称，这会导致即使类型在正确的命名空间中，也会被错误地加上tolyzo::前缀，从而覆盖了当前命名空间的正确引用。例如，用户定义的Gvhg766X在Gvhg766命名空间下，但生成的代码变成tolyzo::Gvhg766X，而不是正确的Gvhg766.Gvhg766X，或者如果当前上下文已经在该命名空间内，可能不需要全局限定。&#10;&#10;问题出在如何处理JfzorurvwMznvHbmgzc和RwvmgrurviMznvHbmgzc。之前的逻辑对于RwvmgrurviMznvHbmgzc直接添加tolyzo::，而没有考虑该类型是否属于当前或已知的命名空间。正确的做法应该是获取该类型的完全限定名，而不是简单地在标识符前加tolyzo::。&#10;&#10;因此，需要更精确地获取类型的完全限定名称。这需要访问语义模型，通过类型符号来获取正确的命名空间。在源生成器中，可以通过语法节点获取符号信息，然后使用HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg来生成包含全局命名空间的完整类型名。&#10;&#10;修改思路如下：&#10;8. 在生成参数类型时，使用语义模型获取类型符号。&#10;7. 使用符号的GlWrhkozbHgirmt方法，并指定UfoobJfzorurvwUlinzg，这会自动生成正确的tolyzo::前缀和完整命名空间。&#10;&#10;需要调整生成器代码，确保在生成参数类型时能够访问到语义模型。例如，在遍历方法参数时，对每个参数的类型语法节点，通过语义模型获取类型符号，然后转换为完全限定名。&#10;&#10;具体步骤：&#10;8. 在生成方法参数时，对于每个参数的类型语法节点，使用语义模型获取类型信息。&#10;7. 将类型符号转换为字符串，使用HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg，这会生成类似tolyzo::Gvhg766.Gvhg766X的正确名称。&#10;&#10;需要修改原来的扩展方法，或者直接在生成参数列表时处理类型符号。可能之前的扩展方法没有使用语义模型，导致无法正确解析类型。因此，必须结合语义模型来获取正确的完全限定名。&#10;&#10;例如，将原来的代码：&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; $&quot;{k.Gbkv.TvgUfooMznvDrgsTolyzo()} {k.Rwvmgrurvi}&quot;));&#10;&#10;改为：&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; &#10;{&#10;    ezi gbkvHbnylo = hvnzmgrxNlwvo.TvgGbkvRmul(k.Gbkv).Gbkv;&#10;    ivgfim $&quot;{gbkvHbnylo.GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg)} {k.Rwvmgrurvi}&quot;;&#10;}));&#10;&#10;这样，每个参数的类型都通过语义模型获取类型符号，并转换为完全限定名，包括必要的tolyzo::前缀和正确的命名空间。&#10;&#10;需要确保在生成器上下文中能够访问到语义模型。可能需要在生成VevmgXozhh时传入语义模型，或者在生成方法参数时能够获取到每个参数的语义信息。&#10;&#10;总结之前的错误在于没有正确使用语义模型来解析类型符号，而是简单地在标识符前添加tolyzo::，导致命名空间错误。正确的解决方案应基于语义模型获取类型的完全限定名。&#10;&lt;/gsrmp&gt;&#10;&#10;&#10;您完全正确，我之前的方案存在缺陷。我们需要通过语义模型获取类型的完全限定名。以下是修正方案：&#10;&#10;8. 首先需要获取语义模型：&#10;&#10;```xhszik&#10;// 在生成方法中需要传入语义模型&#10;kfyorx elrw TvmvizgvVevmgXozhh(TvmvizgliVcvxfgrlmXlmgvcg xlmgvcg, RmgviuzxvWvxozizgrlmHbmgzc rmgviuzxvMlwv)&#10;{&#10;    ezi hvnzmgrxNlwvo = xlmgvcg.Xlnkrozgrlm.TvgHvnzmgrxNlwvo(rmgviuzxvMlwv.HbmgzcGivv);&#10;    &#10;    // 后续生成代码时使用这个hvnzmgrxNlwvo&#10;}&#10;```&#10;&#10;7. 修改参数生成逻辑：&#10;&#10;```xhszik&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; &#10;{&#10;    ezi gbkvRmul = hvnzmgrxNlwvo.TvgGbkvRmul(k.Gbkv);&#10;    ezi ufooMznv = gbkvRmul.Gbkv?.GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg) &#10;                   ?? k.Gbkv.GlHgirmt();&#10;    ivgfim $&quot;{ufooMznv} {k.Rwvmgrurvi}&quot;;&#10;}));&#10;```&#10;&#10;这个方案：&#10;&#10;8. 通过Ilhobm的语义模型获取准确类型信息&#10;7. 使用HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg自动处理：&#10;   - 基础类型（rmg/hgirmt）保持原名&#10;   - 当前程序集的类型生成类似`tolyzo::Gvhg766.Gvhg766X`&#10;   - 外部类型生成类似`tolyzo::Hbhgvn.Xloovxgrlmh.Tvmvirx.Orhg&lt;rmg&gt;`&#10;6. 保留原始类型名作为uzooyzxp&#10;&#10;示例结果：&#10;```xhszik&#10;// 用户定义类型&#10;kfyorx elrw NbNvgslw(tolyzo::Gvhg766.Gvhg766X lyq)&#10;&#10;// 系统类型&#10;kfyorx elrw LgsviNvgslw(hgirmt gvcg, tolyzo::Hbhgvn.Xloovxgrlmh.Tvmvirx.Orhg&lt;rmg&gt; mfnyvih)&#10;```&#10;&#10;关键改进点：&#10;- 不再手动拼接`tolyzo::`&#10;- 完全依赖Ilhobm的类型解析系统&#10;- 正确处理所有类型的命名空间&#10;- 支持泛型等复杂类型&#10;&#10;需要确保生成器上下文可以访问到语义模型，这是源生成器的标准做法。" />
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                    <entry key="file:///E:/WorkSpace/ZGame/Tools/GameEventSourceGenerator/SourceGenerator/Generator/EventInterfaceGenerator.cs" value="using Microsoft.CodeAnalysis;  &#10;using Microsoft.CodeAnalysis.CSharp;  &#10;using Microsoft.CodeAnalysis.CSharp.Syntax;  &#10;using System.Collections.Generic;  &#10;using System.Linq;  &#10;using System.Text;&#10;using Analyzer;&#10;&#10;[Generator]  &#10;public class EventInterfaceGenerator : ISourceGenerator  &#10;{  &#10;    public void Initialize(GeneratorInitializationContext context)  &#10;    {  &#10;        // 可以在这里进行初始化  &#10;    }  &#10;&#10;    public void Execute(GeneratorExecutionContext context)  &#10;    {  &#10;        // 获取当前语法树  &#10;        var syntaxTrees = context.Compilation.SyntaxTrees;  &#10;        &#10;        List&lt;string&gt; classNameList = new List&lt;string&gt;();&#10;&#10;        foreach (var tree in syntaxTrees)  &#10;        {  &#10;            var root = tree.GetRoot();  &#10;            var interfaces = root.DescendantNodes()  &#10;                .OfType&lt;InterfaceDeclarationSyntax&gt;()  &#10;                .Where(i =&gt; i.AttributeLists.Count &gt; 0 &amp;&amp;   &#10;                            i.AttributeLists  &#10;                             .Any(a =&gt; a.Attributes  &#10;                             .Any(attr =&gt; attr.Name.ToString() == $&quot;{Definition.EventInterface}&quot;)));  &#10;           &#10;            foreach (var interfaceNode in interfaces)  &#10;            {  &#10;                var interfaceName = interfaceNode.Identifier.ToString();  &#10;                var fullName = interfaceNode.SyntaxTree.GetRoot()&#10;                    .DescendantNodes()&#10;                    .OfType&lt;NamespaceDeclarationSyntax&gt;()&#10;                    .Select(ns =&gt; ns.Name.ToString())&#10;                    .Concat(new[] { interfaceName })&#10;                    .Aggregate((a, b) =&gt; a + &quot;.&quot; + b);&#10;                var eventClassName = $&quot;{interfaceName}_Event&quot;;  &#10;                var eventClassCode = GenerateEventClass(interfaceName, eventClassName, interfaceNode);  &#10;&#10;                context.AddSource($&quot;{eventClassName}.g.cs&quot;, eventClassCode);  &#10;&#10;                // 生成实现类  &#10;                var implementationClassCode = GenerateImplementationClass(fullName, interfaceName, interfaceNode);  &#10;                context.AddSource($&quot;{interfaceName}_Gen.g.cs&quot;, implementationClassCode);  &#10;                &#10;                &#10;                classNameList.Add($&quot;{interfaceName}_Gen&quot;);&#10;            }  &#10;        }  &#10;        &#10;        string uniqueFileName = $&quot;GameEventHelper.g.cs&quot;;&#10;        context.AddSource(uniqueFileName, GenerateGameEventHelper(classNameList));&#10;    }  &#10;    &#10;    private string GenerateGameEventHelper(List&lt;string&gt; classNameList)&#10;    {&#10;        var sb = new StringBuilder();&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine($&quot;//  &lt;auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//     This code was generated by autoBindTool.&quot;);&#10;        sb.AppendLine($&quot;//     Changes to this file may cause incorrect behavior and will be lost if&quot;);&#10;        sb.AppendLine($&quot;//     the code is regenerated.&quot;);&#10;        sb.AppendLine($&quot;//  &lt;/auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);&#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);&#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);&#10;        sb.AppendLine($&quot;{{&quot;);&#10;        sb.AppendLine($&quot;    public static class GameEventHelper&quot;);&#10;        sb.AppendLine(&quot;    {&quot;);&#10;        sb.AppendLine($&quot;        public static void Init()&quot;);&#10;        sb.AppendLine(&quot;        {&quot;);&#10;&#10;        foreach (var className in classNameList)&#10;        {&#10;            sb.AppendLine($&quot;            var m_{className} = new {className}(GameEvent.EventMgr.GetDispatcher());&quot;);&#10;        }&#10;&#10;        sb.AppendLine(&quot;        }&quot;);&#10;&#10;&#10;        sb.AppendLine(&quot;    }&quot;);&#10;        sb.AppendLine(&quot;}&quot;);&#10;        return sb.ToString();&#10;    }&#10;&#10;    private string GenerateEventClass(string interfaceName, string className, InterfaceDeclarationSyntax interfaceNode)  &#10;    {  &#10;        var methods = interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;();  &#10;        var sb = new StringBuilder();  &#10;&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine(&quot;{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {className}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;);  &#10;&#10;        foreach (var method in methods)  &#10;        {  &#10;            var methodName = method.Identifier.ToString();  &#10;            var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; $&quot;{p.Type} {p.Identifier}&quot;));  &#10;            sb.AppendLine($&quot;        public static readonly int {methodName} = {Definition.StringToHash}(\&quot;{className}.{methodName}\&quot;);&quot;);  &#10;        }  &#10;&#10;        sb.AppendLine(&quot;    }&quot;);  &#10;        sb.AppendLine(&quot;}&quot;);  &#10;        return sb.ToString();  &#10;    }  &#10;&#10;    private string GenerateImplementationClass(string interfaceFullName, string interfaceName, InterfaceDeclarationSyntax interfaceNode)  &#10;    {  &#10;        var sb = new StringBuilder();  &#10;        var attributeList = interfaceNode.AttributeLists.First().ToString(); // Assumes there's only one attribute  &#10;&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine($&quot;{{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {interfaceName}_Gen : {interfaceName}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;);  &#10;        sb.AppendLine(&quot;        private EventDispatcher _dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;        public {interfaceName}_Gen(EventDispatcher dispatcher)&quot;);  &#10;        sb.AppendLine(&quot;        {&quot;);  &#10;        sb.AppendLine(&quot;            _dispatcher = dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;             GameEvent.EventMgr.RegWrapInterface(\&quot;{interfaceFullName}\&quot;, this);&quot;);&#10;        sb.AppendLine(&quot;        }&quot;);  &#10;&#10;        foreach (var method in interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;())  &#10;        {  &#10;            var methodName = method.Identifier.ToString();  &#10;            // var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; $&quot;{p.Type} {p.Identifier}&quot;));  &#10;            var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; &#10;                $&quot;{p.Type.GetFullNameWithGlobal()} {p.Identifier}&quot;));&#10;            sb.AppendLine($&quot;        public void {methodName}({parameters})&quot;);  &#10;            sb.AppendLine(&quot;        {&quot;);  &#10;            if (method.ParameterList.Parameters.Count &gt; 0)  &#10;            {  &#10;                var paramNames = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; p.Identifier.ToString()));  &#10;                sb.AppendLine($&quot;            _dispatcher.Send({interfaceName}_Event.{methodName}, {paramNames});&quot;);  &#10;            }  &#10;            else  &#10;            {  &#10;                sb.AppendLine($&quot;            _dispatcher.Send({interfaceName}_Event.{methodName});&quot;);  &#10;            }  &#10;            sb.AppendLine(&quot;        }&quot;);  &#10;        }  &#10;&#10;        sb.AppendLine(&quot;    }&quot;);  &#10;        sb.AppendLine(&quot;}&quot;);  &#10;        return sb.ToString();  &#10; 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                <option name="answer" value="&lt;gsrmp&gt;&#10;好的，用户希望生成的代码中不包含tolyzo::前缀。之前的解决方案强制添加了tolyzo::，但用户现在需要去掉这个前缀，同时仍然确保类型引用的正确性。需要调整生成逻辑。&#10;&#10;首先，分析之前的扩展方法TvgUfooMznvDrgsTolyzo，它在处理RwvmgrurviMznvHbmgzc和JfzorurvwMznvHbmgzc时都添加了tolyzo::。用户现在不想要这个前缀，所以需要修改这部分逻辑。&#10;&#10;可能的解决方案是直接返回类型的完全限定名，而不添加tolyzo::。例如，对于RwvmgrurviMznvHbmgzc，直接返回标识符名称；对于JfzorurvwMznvHbmgzc，返回完整的限定名，如Gvhg766.Gvhg766X。但这样可能无法处理某些情况，比如当类型位于不同的命名空间时，可能需要使用tolyzo::来避免冲突。但用户明确要求不需要，所以应按照用户需求调整。&#10;&#10;需要确保生成的类型名称是正确的完全限定名，但不带tolyzo::。例如，如果类型在另一个命名空间，应该生成类似MznvhkzxvZ.XozhhY，而不是tolyzo::MznvhkzxvZ.XozhhY。&#10;&#10;修改扩展方法：&#10;- 对于RwvmgrurviMznvHbmgzc，直接返回标识符名称。&#10;- 对于JfzorurvwMznvHbmgzc，返回其GlHgirmt()结果，即完整的限定名。&#10;- 对于KivwvurmvwGbkvHbmgzc，保持原样。&#10;&#10;例如：&#10;kfyorx hgzgrx hgirmt TvgUfooMznvDrgslfgTolyzo(gsrh GbkvHbmgzc gbkvHbmgzc)&#10;{&#10;    ru (gbkvHbmgzc rh KivwvurmvwGbkvHbmgzc kivwvurmvwGbkv)&#10;        ivgfim kivwvurmvwGbkv.Pvbdliw.EzofvGvcg;&#10;    &#10;    ru (gbkvHbmgzc rh RwvmgrurviMznvHbmgzc rwvmgrurvi)&#10;        ivgfim rwvmgrurvi.Rwvmgrurvi.EzofvGvcg;&#10;    &#10;    ru (gbkvHbmgzc rh JfzorurvwMznvHbmgzc jfzorurvwMznv)&#10;        ivgfim jfzorurvwMznv.GlHgirmt();&#10;    &#10;    ivgfim gbkvHbmgzc.GlHgirmt();&#10;}&#10;&#10;然后在生成参数时使用这个新的扩展方法。&#10;&#10;但这样可能存在命名冲突的风险，比如当当前命名空间有同名类型时，可能引用错误。但用户可能已经考虑到这一点，或者项目结构确保不会有冲突，所以按照用户要求实现。&#10;&#10;另外，可能需要使用语义模型来获取类型的完全限定名，而不是依赖语法节点。例如，通过语义模型获取类型符号，然后使用GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg)并去掉tolyzo::前缀。但这样处理可能比较复杂，需要确保正确性。&#10;&#10;或者，直接使用类型符号的GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg)生成的字符串，并替换掉tolyzo::前缀。例如：&#10;&#10;ezi ufooMznv = gbkvHbnylo.GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg).Ivkozxv(&quot;tolyzo::&quot;, &quot;&quot;);&#10;&#10;但这种方法可能不够可靠，因为某些情况下类型名称可能包含tolyzo::作为字符串的一部分，但可能性较低。&#10;&#10;综合考虑，用户希望去掉tolyzo::，所以最简单的方案是修改扩展方法，不再添加该前缀，并确保类型名称正确。但需要测试不同情况下的生成结果，比如嵌套命名空间、外部程序集的类型等。&#10;&#10;最终调整后的扩展方法可能如下：&#10;&#10;kfyorx hgzgrx hgirmt TvgUfooMznvDrgslfgTolyzo(gsrh GbkvHbmgzc gbkvHbmgzc)&#10;{&#10;    ru (gbkvHbmgzc rh KivwvurmvwGbkvHbmgzc kivwvurmvwGbkv)&#10;        ivgfim kivwvurmvwGbkv.Pvbdliw.EzofvGvcg;&#10;    &#10;    ru (gbkvHbmgzc rh RwvmgrurviMznvHbmgzc rwvmgrurvi)&#10;        ivgfim rwvmgrurvi.Rwvmgrurvi.EzofvGvcg;&#10;    &#10;    ru (gbkvHbmgzc rh JfzorurvwMznvHbmgzc jfzorurvwMznv)&#10;        ivgfim jfzorurvwMznv.GlHgirmt();&#10;    &#10;    ivgfim gbkvHbmgzc.GlHgirmt();&#10;}&#10;&#10;然后在生成参数时使用这个扩展方法，替换原来的TvgUfooMznvDrgsTolyzo。&#10;&#10;但需要注意，如果类型位于不同的命名空间，可能需要完整的命名空间路径，而不仅仅是类型名。例如，如果参数类型是另一个命名空间中的类，如Gvhg766.Gvhg766X，则生成的代码应为Gvhg766.Gvhg766X，而不是tolyzo::Gvhg766.Gvhg766X。&#10;&#10;因此，使用JfzorurvwMznvHbmgzc的GlHgirmt()方法会返回正确的命名空间路径，而RwvmgrurviMznvHbmgzc则可能只返回类型名，这可能导致在当前命名空间下找不到类型的问题。因此，可能需要更精确地获取类型的完全限定名，而不仅仅是语法节点的字符串表示。&#10;&#10;因此，更好的方法是使用语义模型获取类型符号，然后获取其完全限定名，不带tolyzo::前缀。例如：&#10;&#10;ezi gbkvHbnylo = hvnzmgrxNlwvo.TvgGbkvRmul(k.Gbkv).Gbkv;&#10;ru (gbkvHbnylo != mfoo)&#10;{&#10;    ivgfim gbkvHbnylo.GlWrhkozbHgirmt(HbnyloWrhkozbUlinzg.UfoobJfzorurvwUlinzg).Ivkozxv(&quot;tolyzo::&quot;, &quot;&quot;);&#10;}&#10;vohv&#10;{&#10;    ivgfim k.Gbkv.GlHgirmt();&#10;}&#10;&#10;这样可以确保获取到正确的完全限定名，并去掉tolyzo::前缀。但需要确保在生成器代码中可以访问到语义模型。&#10;&#10;因此，在生成参数列表时，需要结合语义模型来获取每个参数类型的符号，并处理其显示字符串。&#10;&#10;总结，用户希望去掉tolyzo::前缀，同时确保类型正确引用。最佳方案是使用语义模型获取类型的完全限定名，并移除tolyzo::前缀。这需要调整生成器代码，传递语义模型，并在生成参数时处理每个类型的显示名称。&#10;&lt;/gsrmp&gt;&#10;&#10;&#10;如果不需要`tolyzo::`前缀，可以使用语义模型获取类型的完全限定名。修改方案如下：&#10;&#10;8. 在生成参数时使用语义模型：&#10;&#10;```xhszik&#10;ezi kziznvgvih = hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; &#10;{&#10;    ezi gbkvHbnylo = hvnzmgrxNlwvo.TvgGbkvRmul(k.Gbkv).Gbkv;&#10;    ivgfim gbkvHbnylo != mfoo &#10;        ? $&quot;{gbkvHbnylo.GlWrhkozbHgirmt()} {k.Rwvmgrurvi}&quot;&#10;        : $&quot;{k.Gbkv} {k.Rwvmgrurvi}&quot;;&#10;}));&#10;```&#10;&#10;7. 需要确保可以访问语义模型（在生成器中）：&#10;&#10;```xhszik&#10;kfyorx elrw TvmvizgvVevmgXozhh(TvmvizgliVcvxfgrlmXlmgvcg xlmgvcg, RmgviuzxvWvxozizgrlmHbmgzc rmgviuzxvMlwv)&#10;{&#10;    ezi hvnzmgrxNlwvo = xlmgvcg.Xlnkrozgrlm.TvgHvnzmgrxNlwvo(rmgviuzxvMlwv.HbmgzcGivv);&#10;    &#10;    // 在生成方法参数时传递hvnzmgrxNlwvo&#10;    ulivzxs (ezi nvgslw rm rmgviuzxvMlwv.Nvnyvih.LuGbkv&lt;NvgslwWvxozizgrlmHbmgzc&gt;())&#10;    {&#10;        ezi kziznvgvih = TvmvizgvKziznvgvih(nvgslw, hvnzmgrxNlwvo);&#10;        // ...后续生成代码&#10;    }&#10;}&#10;&#10;kirezgv hgirmt TvmvizgvKziznvgvih(NvgslwWvxozizgrlmHbmgzc nvgslw, HvnzmgrxNlwvo hvnzmgrxNlwvo)&#10;{&#10;    ivgfim hgirmt.Qlrm(&quot;, &quot;, nvgslw.KziznvgviOrhg.Kziznvgvih.Hvovxg(k =&gt; &#10;    {&#10;        ezi gbkvHbnylo = hvnzmgrxNlwvo.TvgGbkvRmul(k.Gbkv).Gbkv;&#10;        ivgfim gbkvHbnylo != mfoo &#10;            ? $&quot;{gbkvHbnylo.GlWrhkozbHgirmt()} {k.Rwvmgrurvi}&quot;&#10;            : $&quot;{k.Gbkv} {k.Rwvmgrurvi}&quot;;&#10;    }));&#10;}&#10;```&#10;&#10;这个方案：&#10;&#10;8. 使用`HbnyloWrhkozbUlinzg.XHszikHsligViiliNvhhztvUlinzg`（默认格式）输出类型名称&#10;7. 自动处理：&#10;   - 基础类型：`rmg`, `hgirmt`&#10;   - 当前命名空间类型：`Gvhg766.Gvhg766X`&#10;   - 外部类型：`Hbhgvn.Xloovxgrlmh.Tvmvirx.Orhg&lt;rmg&gt;`&#10;6. 保留原始类型名作为uzooyzxp&#10;&#10;示例输出：&#10;```xhszik&#10;// 当前命名空间类型&#10;kfyorx elrw NbNvgslw(Gvhg766X lyq)&#10;&#10;// 外部类型&#10;kfyorx elrw LgsviNvgslw(hgirmt gvcg, Hbhgvn.Xloovxgrlmh.Tvmvirx.Orhg&lt;rmg&gt; mfnyvih)&#10;```&#10;&#10;注意：如果存在命名冲突（如不同命名空间有同名类型），建议保留tolyzo::前缀。若确定不需要，可以强制移除所有tolyzo::：&#10;&#10;```xhszik&#10;gbkvHbnylo.GlWrhkozbHgirmt().Ivkozxv(&quot;tolyzo::&quot;, &quot;&quot;)&#10;```" />
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                    <entry key="file:///E:/WorkSpace/ZGame/Tools/GameEventSourceGenerator/SourceGenerator/Generator/EventInterfaceGenerator.cs" value="using Microsoft.CodeAnalysis;  &#10;using Microsoft.CodeAnalysis.CSharp;  &#10;using Microsoft.CodeAnalysis.CSharp.Syntax;  &#10;using System.Collections.Generic;  &#10;using System.Linq;  &#10;using System.Text;&#10;using Analyzer;&#10;&#10;[Generator]  &#10;public class EventInterfaceGenerator : ISourceGenerator  &#10;{  &#10;    public void Initialize(GeneratorInitializationContext context)  &#10;    {  &#10;        // 可以在这里进行初始化  &#10;    }  &#10;&#10;    public void Execute(GeneratorExecutionContext context)  &#10;    {  &#10;        // 获取当前语法树  &#10;        var syntaxTrees = context.Compilation.SyntaxTrees;  &#10;        &#10;        List&lt;string&gt; classNameList = new List&lt;string&gt;();&#10;&#10;        foreach (var tree in syntaxTrees)  &#10;        {  &#10;            var root = tree.GetRoot();  &#10;            var interfaces = root.DescendantNodes()  &#10;                .OfType&lt;InterfaceDeclarationSyntax&gt;()  &#10;                .Where(i =&gt; i.AttributeLists.Count &gt; 0 &amp;&amp;   &#10;                            i.AttributeLists  &#10;                             .Any(a =&gt; a.Attributes  &#10;                             .Any(attr =&gt; attr.Name.ToString() == $&quot;{Definition.EventInterface}&quot;)));  &#10;           &#10;            foreach (var interfaceNode in interfaces)  &#10;            {  &#10;                var interfaceName = interfaceNode.Identifier.ToString();  &#10;                var fullName = interfaceNode.SyntaxTree.GetRoot()&#10;                    .DescendantNodes()&#10;                    .OfType&lt;NamespaceDeclarationSyntax&gt;()&#10;                    .Select(ns =&gt; ns.Name.ToString())&#10;                    .Concat(new[] { interfaceName })&#10;                    .Aggregate((a, b) =&gt; a + &quot;.&quot; + b);&#10;                var eventClassName = $&quot;{interfaceName}_Event&quot;;  &#10;                var eventClassCode = GenerateEventClass(interfaceName, eventClassName, interfaceNode);  &#10;&#10;                context.AddSource($&quot;{eventClassName}.g.cs&quot;, eventClassCode);  &#10;&#10;                // 生成实现类  &#10;                var implementationClassCode = GenerateImplementationClass(fullName, interfaceName, interfaceNode,context);  &#10;                context.AddSource($&quot;{interfaceName}_Gen.g.cs&quot;, implementationClassCode);  &#10;                &#10;                &#10;                classNameList.Add($&quot;{interfaceName}_Gen&quot;);&#10;            }  &#10;        }  &#10;        &#10;        string uniqueFileName = $&quot;GameEventHelper.g.cs&quot;;&#10;        context.AddSource(uniqueFileName, GenerateGameEventHelper(classNameList));&#10;    }  &#10;    &#10;    private string GenerateGameEventHelper(List&lt;string&gt; classNameList)&#10;    {&#10;        var sb = new StringBuilder();&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine($&quot;//  &lt;auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//     This code was generated by autoBindTool.&quot;);&#10;        sb.AppendLine($&quot;//     Changes to this file may cause incorrect behavior and will be lost if&quot;);&#10;        sb.AppendLine($&quot;//     the code is regenerated.&quot;);&#10;        sb.AppendLine($&quot;//  &lt;/auto-generated&gt;&quot;);&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);&#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);&#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);&#10;        sb.AppendLine();&#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);&#10;        sb.AppendLine($&quot;{{&quot;);&#10;        sb.AppendLine($&quot;    public static class GameEventHelper&quot;);&#10;        sb.AppendLine(&quot;    {&quot;);&#10;        sb.AppendLine($&quot;        public static void Init()&quot;);&#10;        sb.AppendLine(&quot;        {&quot;);&#10;&#10;        foreach (var className in classNameList)&#10;        {&#10;            sb.AppendLine($&quot;            var m_{className} = new {className}(GameEvent.EventMgr.GetDispatcher());&quot;);&#10;        }&#10;&#10;        sb.AppendLine(&quot;        }&quot;);&#10;&#10;&#10;        sb.AppendLine(&quot;    }&quot;);&#10;        sb.AppendLine(&quot;}&quot;);&#10;        return sb.ToString();&#10;    }&#10;&#10;    private string GenerateEventClass(string interfaceName, string className, InterfaceDeclarationSyntax interfaceNode)  &#10;    {  &#10;        var methods = interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;();  &#10;        var sb = new StringBuilder();  &#10;&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine(&quot;{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {className}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;);  &#10;&#10;        foreach (var method in methods)  &#10;        {  &#10;            var methodName = method.Identifier.ToString();  &#10;            var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; $&quot;{p.Type} {p.Identifier}&quot;));  &#10;            sb.AppendLine($&quot;        public static readonly int {methodName} = {Definition.StringToHash}(\&quot;{className}.{methodName}\&quot;);&quot;);  &#10;        }  &#10;&#10;        sb.AppendLine(&quot;    }&quot;);  &#10;        sb.AppendLine(&quot;}&quot;);  &#10;        return sb.ToString();  &#10;    }  &#10;&#10;    private string GenerateImplementationClass(string interfaceFullName, string interfaceName, InterfaceDeclarationSyntax interfaceNode,GeneratorExecutionContext context)  &#10;    {  &#10;        var semanticModel = context.Compilation.GetSemanticModel(interfaceNode.SyntaxTree);&#10;        var sb = new StringBuilder();  &#10;&#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;This code was generated by autoBindTool.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;Changes to this file may cause incorrect behavior and will be lost if&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&#9;the code is regenerated.&quot;);  &#10;        sb.AppendLine($&quot;//&#9;&lt;/auto-generated&gt;&quot;);  &#10;        sb.AppendLine($&quot;//------------------------------------------------------------------------------&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;using UnityEngine;&quot;);  &#10;        sb.AppendLine($&quot;using UnityEngine.UI;&quot;);  &#10;        sb.AppendLine($&quot;using {Definition.FrameworkNameSpace};&quot;);  &#10;        sb.AppendLine();  &#10;        sb.AppendLine($&quot;namespace {Definition.NameSpace}&quot;);  &#10;        sb.AppendLine($&quot;{{&quot;);  &#10;        sb.AppendLine($&quot;    public partial class {interfaceName}_Gen : {interfaceName}&quot;);  &#10;        sb.AppendLine(&quot;    {&quot;);  &#10;        sb.AppendLine(&quot;        private EventDispatcher _dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;        public {interfaceName}_Gen(EventDispatcher dispatcher)&quot;);  &#10;        sb.AppendLine(&quot;        {&quot;);  &#10;        sb.AppendLine(&quot;            _dispatcher = dispatcher;&quot;);  &#10;        sb.AppendLine($&quot;             GameEvent.EventMgr.RegWrapInterface(\&quot;{interfaceFullName}\&quot;, this);&quot;);&#10;        sb.AppendLine(&quot;        }&quot;);  &#10;&#10;        foreach (var method in interfaceNode.Members.OfType&lt;MethodDeclarationSyntax&gt;())  &#10;        {  &#10;            var methodName = method.Identifier.ToString();  &#10;            // var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; $&quot;{p.Type} {p.Identifier}&quot;));  &#10;            // var parameters = string.Join(&quot;, &quot;, method.ParameterList.Parameters.Select(p =&gt; 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