MIF_E31221209/Library/Bee/artifacts/Android/il2cppOutput/UnityClassRegistration.cpp

300 lines
13 KiB
C++

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