300 lines
13 KiB
C++
300 lines
13 KiB
C++
extern "C" void RegisterStaticallyLinkedModulesGranular()
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{
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void RegisterModule_SharedInternals();
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RegisterModule_SharedInternals();
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void RegisterModule_Core();
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RegisterModule_Core();
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void RegisterModule_AndroidJNI();
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RegisterModule_AndroidJNI();
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void RegisterModule_Animation();
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RegisterModule_Animation();
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void RegisterModule_Audio();
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RegisterModule_Audio();
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void RegisterModule_InputLegacy();
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RegisterModule_InputLegacy();
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void RegisterModule_IMGUI();
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RegisterModule_IMGUI();
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void RegisterModule_JSONSerialize();
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RegisterModule_JSONSerialize();
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void RegisterModule_Physics();
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RegisterModule_Physics();
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void RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
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RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
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void RegisterModule_TLS();
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RegisterModule_TLS();
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void RegisterModule_TextRendering();
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RegisterModule_TextRendering();
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void RegisterModule_TextCoreFontEngine();
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RegisterModule_TextCoreFontEngine();
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void RegisterModule_TextCoreTextEngine();
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RegisterModule_TextCoreTextEngine();
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void RegisterModule_UI();
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RegisterModule_UI();
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void RegisterModule_UIElements();
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RegisterModule_UIElements();
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}
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template <typename T> void RegisterUnityClass(const char*);
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template <typename T> void RegisterStrippedType(int, const char*, const char*);
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void InvokeRegisterStaticallyLinkedModuleClasses()
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{
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// Do nothing (we're in stripping mode)
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}
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class AnimationClip; template <> void RegisterUnityClass<AnimationClip>(const char*);
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class Animator; template <> void RegisterUnityClass<Animator>(const char*);
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class AnimatorController; template <> void RegisterUnityClass<AnimatorController>(const char*);
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class AnimatorOverrideController; template <> void RegisterUnityClass<AnimatorOverrideController>(const char*);
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class Motion; template <> void RegisterUnityClass<Motion>(const char*);
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class RuntimeAnimatorController; template <> void RegisterUnityClass<RuntimeAnimatorController>(const char*);
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class AudioBehaviour; template <> void RegisterUnityClass<AudioBehaviour>(const char*);
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class AudioClip; template <> void RegisterUnityClass<AudioClip>(const char*);
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class AudioListener; template <> void RegisterUnityClass<AudioListener>(const char*);
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class AudioManager; template <> void RegisterUnityClass<AudioManager>(const char*);
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class AudioSource; template <> void RegisterUnityClass<AudioSource>(const char*);
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class BaseVideoTexture; template <> void RegisterUnityClass<BaseVideoTexture>(const char*);
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class SampleClip; template <> void RegisterUnityClass<SampleClip>(const char*);
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class WebCamTexture; template <> void RegisterUnityClass<WebCamTexture>(const char*);
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class Behaviour; template <> void RegisterUnityClass<Behaviour>(const char*);
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class BuildSettings; template <> void RegisterUnityClass<BuildSettings>(const char*);
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class Camera; template <> void RegisterUnityClass<Camera>(const char*);
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namespace Unity { class Component; } template <> void RegisterUnityClass<Unity::Component>(const char*);
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class ComputeShader; template <> void RegisterUnityClass<ComputeShader>(const char*);
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class Cubemap; template <> void RegisterUnityClass<Cubemap>(const char*);
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class CubemapArray; template <> void RegisterUnityClass<CubemapArray>(const char*);
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class DelayedCallManager; template <> void RegisterUnityClass<DelayedCallManager>(const char*);
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class EditorExtension; template <> void RegisterUnityClass<EditorExtension>(const char*);
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class GameManager; template <> void RegisterUnityClass<GameManager>(const char*);
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class GameObject; template <> void RegisterUnityClass<GameObject>(const char*);
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class GlobalGameManager; template <> void RegisterUnityClass<GlobalGameManager>(const char*);
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class GraphicsSettings; template <> void RegisterUnityClass<GraphicsSettings>(const char*);
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class InputManager; template <> void RegisterUnityClass<InputManager>(const char*);
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class LevelGameManager; template <> void RegisterUnityClass<LevelGameManager>(const char*);
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class Light; template <> void RegisterUnityClass<Light>(const char*);
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class LightProbes; template <> void RegisterUnityClass<LightProbes>(const char*);
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class LightingSettings; template <> void RegisterUnityClass<LightingSettings>(const char*);
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class LightmapSettings; template <> void RegisterUnityClass<LightmapSettings>(const char*);
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class LowerResBlitTexture; template <> void RegisterUnityClass<LowerResBlitTexture>(const char*);
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class Material; template <> void RegisterUnityClass<Material>(const char*);
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class Mesh; template <> void RegisterUnityClass<Mesh>(const char*);
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class MeshFilter; template <> void RegisterUnityClass<MeshFilter>(const char*);
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class MeshRenderer; template <> void RegisterUnityClass<MeshRenderer>(const char*);
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class MonoBehaviour; template <> void RegisterUnityClass<MonoBehaviour>(const char*);
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class MonoManager; template <> void RegisterUnityClass<MonoManager>(const char*);
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class MonoScript; template <> void RegisterUnityClass<MonoScript>(const char*);
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class NamedObject; template <> void RegisterUnityClass<NamedObject>(const char*);
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class Object; template <> void RegisterUnityClass<Object>(const char*);
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class PlayerSettings; template <> void RegisterUnityClass<PlayerSettings>(const char*);
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class PreloadData; template <> void RegisterUnityClass<PreloadData>(const char*);
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class QualitySettings; template <> void RegisterUnityClass<QualitySettings>(const char*);
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namespace UI { class RectTransform; } template <> void RegisterUnityClass<UI::RectTransform>(const char*);
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class ReflectionProbe; template <> void RegisterUnityClass<ReflectionProbe>(const char*);
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class RenderSettings; template <> void RegisterUnityClass<RenderSettings>(const char*);
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class RenderTexture; template <> void RegisterUnityClass<RenderTexture>(const char*);
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class Renderer; template <> void RegisterUnityClass<Renderer>(const char*);
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class ResourceManager; template <> void RegisterUnityClass<ResourceManager>(const char*);
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class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass<RuntimeInitializeOnLoadManager>(const char*);
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class Shader; template <> void RegisterUnityClass<Shader>(const char*);
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class ShaderNameRegistry; template <> void RegisterUnityClass<ShaderNameRegistry>(const char*);
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class SortingGroup; template <> void RegisterUnityClass<SortingGroup>(const char*);
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class Sprite; template <> void RegisterUnityClass<Sprite>(const char*);
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class SpriteAtlas; template <> void RegisterUnityClass<SpriteAtlas>(const char*);
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class SpriteRenderer; template <> void RegisterUnityClass<SpriteRenderer>(const char*);
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class TagManager; template <> void RegisterUnityClass<TagManager>(const char*);
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class TextAsset; template <> void RegisterUnityClass<TextAsset>(const char*);
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class Texture; template <> void RegisterUnityClass<Texture>(const char*);
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class Texture2D; template <> void RegisterUnityClass<Texture2D>(const char*);
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class Texture2DArray; template <> void RegisterUnityClass<Texture2DArray>(const char*);
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class Texture3D; template <> void RegisterUnityClass<Texture3D>(const char*);
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class TimeManager; template <> void RegisterUnityClass<TimeManager>(const char*);
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class Transform; template <> void RegisterUnityClass<Transform>(const char*);
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class BoxCollider; template <> void RegisterUnityClass<BoxCollider>(const char*);
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class Collider; template <> void RegisterUnityClass<Collider>(const char*);
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class MeshCollider; template <> void RegisterUnityClass<MeshCollider>(const char*);
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class PhysicsManager; template <> void RegisterUnityClass<PhysicsManager>(const char*);
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class Rigidbody; template <> void RegisterUnityClass<Rigidbody>(const char*);
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namespace TextRendering { class Font; } template <> void RegisterUnityClass<TextRendering::Font>(const char*);
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namespace TextRenderingPrivate { class TextMesh; } template <> void RegisterUnityClass<TextRenderingPrivate::TextMesh>(const char*);
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namespace UI { class Canvas; } template <> void RegisterUnityClass<UI::Canvas>(const char*);
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namespace UI { class CanvasGroup; } template <> void RegisterUnityClass<UI::CanvasGroup>(const char*);
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namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass<UI::CanvasRenderer>(const char*);
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void RegisterAllClasses()
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{
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void RegisterBuiltinTypes();
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RegisterBuiltinTypes();
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//Total: 77 non stripped classes
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//0. AnimationClip
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RegisterUnityClass<AnimationClip>("Animation");
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//1. Animator
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RegisterUnityClass<Animator>("Animation");
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//2. AnimatorController
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RegisterUnityClass<AnimatorController>("Animation");
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//3. AnimatorOverrideController
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RegisterUnityClass<AnimatorOverrideController>("Animation");
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//4. Motion
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RegisterUnityClass<Motion>("Animation");
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//5. RuntimeAnimatorController
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RegisterUnityClass<RuntimeAnimatorController>("Animation");
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//6. AudioBehaviour
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RegisterUnityClass<AudioBehaviour>("Audio");
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//7. AudioClip
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RegisterUnityClass<AudioClip>("Audio");
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//8. AudioListener
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RegisterUnityClass<AudioListener>("Audio");
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//9. AudioManager
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RegisterUnityClass<AudioManager>("Audio");
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//10. AudioSource
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RegisterUnityClass<AudioSource>("Audio");
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//11. BaseVideoTexture
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RegisterUnityClass<BaseVideoTexture>("Audio");
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//12. SampleClip
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RegisterUnityClass<SampleClip>("Audio");
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//13. WebCamTexture
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RegisterUnityClass<WebCamTexture>("Audio");
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//14. Behaviour
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RegisterUnityClass<Behaviour>("Core");
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//15. BuildSettings
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RegisterUnityClass<BuildSettings>("Core");
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//16. Camera
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RegisterUnityClass<Camera>("Core");
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//17. Component
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RegisterUnityClass<Unity::Component>("Core");
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//18. ComputeShader
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RegisterUnityClass<ComputeShader>("Core");
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//19. Cubemap
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RegisterUnityClass<Cubemap>("Core");
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//20. CubemapArray
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RegisterUnityClass<CubemapArray>("Core");
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//21. DelayedCallManager
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RegisterUnityClass<DelayedCallManager>("Core");
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//22. EditorExtension
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RegisterUnityClass<EditorExtension>("Core");
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//23. GameManager
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RegisterUnityClass<GameManager>("Core");
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//24. GameObject
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RegisterUnityClass<GameObject>("Core");
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//25. GlobalGameManager
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RegisterUnityClass<GlobalGameManager>("Core");
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//26. GraphicsSettings
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RegisterUnityClass<GraphicsSettings>("Core");
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//27. InputManager
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RegisterUnityClass<InputManager>("Core");
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//28. LevelGameManager
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RegisterUnityClass<LevelGameManager>("Core");
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//29. Light
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RegisterUnityClass<Light>("Core");
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//30. LightProbes
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RegisterUnityClass<LightProbes>("Core");
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//31. LightingSettings
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RegisterUnityClass<LightingSettings>("Core");
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//32. LightmapSettings
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RegisterUnityClass<LightmapSettings>("Core");
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//33. LowerResBlitTexture
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RegisterUnityClass<LowerResBlitTexture>("Core");
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//34. Material
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RegisterUnityClass<Material>("Core");
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//35. Mesh
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RegisterUnityClass<Mesh>("Core");
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//36. MeshFilter
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RegisterUnityClass<MeshFilter>("Core");
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//37. MeshRenderer
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RegisterUnityClass<MeshRenderer>("Core");
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//38. MonoBehaviour
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RegisterUnityClass<MonoBehaviour>("Core");
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//39. MonoManager
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RegisterUnityClass<MonoManager>("Core");
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//40. MonoScript
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RegisterUnityClass<MonoScript>("Core");
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//41. NamedObject
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RegisterUnityClass<NamedObject>("Core");
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//42. Object
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//Skipping Object
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//43. PlayerSettings
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RegisterUnityClass<PlayerSettings>("Core");
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//44. PreloadData
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RegisterUnityClass<PreloadData>("Core");
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//45. QualitySettings
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RegisterUnityClass<QualitySettings>("Core");
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//46. RectTransform
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RegisterUnityClass<UI::RectTransform>("Core");
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//47. ReflectionProbe
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RegisterUnityClass<ReflectionProbe>("Core");
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//48. RenderSettings
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RegisterUnityClass<RenderSettings>("Core");
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//49. RenderTexture
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RegisterUnityClass<RenderTexture>("Core");
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//50. Renderer
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RegisterUnityClass<Renderer>("Core");
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//51. ResourceManager
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RegisterUnityClass<ResourceManager>("Core");
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//52. RuntimeInitializeOnLoadManager
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RegisterUnityClass<RuntimeInitializeOnLoadManager>("Core");
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//53. Shader
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RegisterUnityClass<Shader>("Core");
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//54. ShaderNameRegistry
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RegisterUnityClass<ShaderNameRegistry>("Core");
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//55. SortingGroup
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RegisterUnityClass<SortingGroup>("Core");
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//56. Sprite
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RegisterUnityClass<Sprite>("Core");
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//57. SpriteAtlas
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RegisterUnityClass<SpriteAtlas>("Core");
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//58. SpriteRenderer
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RegisterUnityClass<SpriteRenderer>("Core");
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//59. TagManager
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RegisterUnityClass<TagManager>("Core");
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//60. TextAsset
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RegisterUnityClass<TextAsset>("Core");
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//61. Texture
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RegisterUnityClass<Texture>("Core");
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//62. Texture2D
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RegisterUnityClass<Texture2D>("Core");
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//63. Texture2DArray
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RegisterUnityClass<Texture2DArray>("Core");
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//64. Texture3D
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RegisterUnityClass<Texture3D>("Core");
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//65. TimeManager
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RegisterUnityClass<TimeManager>("Core");
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//66. Transform
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RegisterUnityClass<Transform>("Core");
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//67. BoxCollider
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RegisterUnityClass<BoxCollider>("Physics");
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//68. Collider
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RegisterUnityClass<Collider>("Physics");
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//69. MeshCollider
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RegisterUnityClass<MeshCollider>("Physics");
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//70. PhysicsManager
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RegisterUnityClass<PhysicsManager>("Physics");
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//71. Rigidbody
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RegisterUnityClass<Rigidbody>("Physics");
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//72. Font
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RegisterUnityClass<TextRendering::Font>("TextRendering");
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//73. TextMesh
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RegisterUnityClass<TextRenderingPrivate::TextMesh>("TextRendering");
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//74. Canvas
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RegisterUnityClass<UI::Canvas>("UI");
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//75. CanvasGroup
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RegisterUnityClass<UI::CanvasGroup>("UI");
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//76. CanvasRenderer
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RegisterUnityClass<UI::CanvasRenderer>("UI");
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}
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