Reorganized UnityEngine namespace

Reorganized UnityEngine namespace by splitting headers into individual classes
This commit is contained in:
Jadis0x
2024-06-07 19:07:09 +03:00
parent 0d3675c8cd
commit 0b90598356
26 changed files with 311 additions and 236 deletions

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#include "pch-il2cpp.h"
#include <helpers.h>
#include "ClientHelper.h"
#include "players/players.h"
#include "UnityEngine/Engine.hpp"
bool IsSinglePlayer()
{
return app::BoltNetwork_get_IsSinglePlayer(NULL);
}
bool IsOnline()
{
return not app::BoltNetwork_get_IsSinglePlayer(NULL);
}
bool IsHost()
{
return app::BoltNetwork_get_IsServer(NULL);
}
bool IsLocalPlayer(app::NolanBehaviour* player)
{
auto boltEntity = app::EntityBehaviour_get_entity((app::EntityBehaviour*)player, NULL);
if (not boltEntity
|| not app::BoltEntity_get_IsAttached(boltEntity, NULL)
|| not app::BoltEntity_get_IsOwner(boltEntity, NULL))
return false;
return true;
}
bool IsPlayerCrawling()
{
if (!Player::GetLocalPlayer())
return false;
return app::NolanBehaviour_IsCrawling(Player::GetNolan(), nullptr);
}
bool IsPlayerCrawling(app::GameObject* go)
{
if (go == nullptr) return false;
app::Component* nbComponent = GameObject::GetComponentByName(go, "NolanBehaviour");
if (nbComponent) return false;
app::NolanBehaviour* nb = reinterpret_cast<app::NolanBehaviour*>(nbComponent);
if (nb)
return app::NolanBehaviour_IsCrawling(nb, nullptr);
else
return false;
}
bool IsInGame()
{
app::OptionsHelpers* optionsHelpers = Object::FindObjectOfType<app::OptionsHelpers>("OptionsHelpers");
if (optionsHelpers)
return optionsHelpers->fields._inGame_k__BackingField;
return false;
}
app::GameObject* GetAzazel(app::Survival* survival)
{
app::GameObject* ai = app::Survival_GetAzazel(survival, nullptr);
if (ai) {
return ai;
}
return NULL;
}
std::string SceneName()
{
if (app::SaveHelpers_get_singleton != nullptr) {
app::SaveHelpers* SaveHelper = app::SaveHelpers_get_singleton(nullptr);
if (SaveHelper) {
std::string str = il2cppi_to_string(SaveHelper->fields.sceneName);
return str;
}
}
return std::string("");
}
float Time_DeltaTime()
{
if (app::Time_1_get_deltaTime) {
return app::Time_1_get_deltaTime(nullptr);
}
return 0.0f;
}

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#include "pch-il2cpp.h"
#include "UnityEngine/Camera.h"
app::Camera* Camera::GetMainCamera()
{
return app::Camera_get_main(nullptr) ? app::Camera_get_main(nullptr) : nullptr;
}

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#include "pch-il2cpp.h"
#include "UnityEngine/GameObject.h"
#include "wrapper.h"
#include <helpers.h>
app::Component* GameObject::GetComponentByName(app::GameObject* go, const char* type)
{
app::Component* component = app::GameObject_GetComponentByName(go, ConvertToSystemString(type), nullptr);
return component ? component : nullptr;
}
app::Component__Array* GameObject::LogComponents(app::GameObject* go)
{
Wrapper obj("UnityEngine.CoreModule.dll");
Il2CppObject* object = obj.find_class("UnityEngine", "Component").get_class();
if (!object) return nullptr;
app::Type* type = reinterpret_cast<app::Type*>(object);
if (!type) return nullptr;
app::Component__Array* __components = app::GameObject_GetComponents(go, type, nullptr);
return __components ? __components : nullptr;
}

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#include "pch-il2cpp.h"
#include "UnityEngine/Input.h"
#include <helpers.h>
float Input::GetAxis(const char* axisName)
{
return app::Input_1_GetAxis(ConvertToSystemString(axisName), nullptr);
}

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#include "pch-il2cpp.h"
#include "UnityEngine/Math.h"
#include <helpers.h>
const char* Math::Vector3::ToString(app::Vector3* v)
{
app::String* str = app::Vector3_ToString(v, nullptr);
return str ? il2cppi_to_string(str).c_str() : "Vector::ToString returned nullptr!\n";
}
const char* Math::Vector3::ToString(app::Vector3 v)
{
return ("x: " + std::to_string(v.x) + " y: " + std::to_string(v.y) + " z: " + std::to_string(v.z)).c_str();
}

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#include "pch-il2cpp.h"
#include "UnityEngine/Object.h"
#include <string>
#include <helpers.h>
const char* Object::GetObjectName(app::Object_1* obj)
{
static std::string name = il2cppi_to_string(app::Object_1_GetName(obj, nullptr));
return name.c_str();
}
app::GameObject__Array* Object::FindGameObjectsWithTag(const char* tag)
{
app::GameObject__Array* go_array_result = app::GameObject_FindGameObjectsWithTag(ConvertToSystemString(tag), nullptr);
return go_array_result ? go_array_result : nullptr;
}
void Object::FindObjectFromInstanceID(int32_t instanceID)
{
}
bool Object::IsNull(app::Object_1* obj)
{
if (obj == nullptr)
return true;
return !app::Object_1_op_Implicit(obj, nullptr);
}

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#include "pch-il2cpp.h"
#include "UnityEngine/Transform.h"
app::Transform* Transform::Get(app::GameObject* go)
{
if (!go || !app::GameObject_get_transform) return nullptr;
app::Transform* __transform = app::GameObject_get_transform(go, nullptr);
return __transform ? __transform : nullptr;
}
app::Vector3 Transform::Position(app::Transform* transform)
{
if (!transform || !app::Transform_get_position) return app::Vector3();
return app::Transform_get_position(transform, nullptr);
}

98
lib/private/wrapper.cpp Normal file
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#include "pch-il2cpp.h"
#include "Wrapper.h"
#include <iostream>
#include <string.h>
Wrapper::Wrapper(const char* imageName) : image(GetImage(imageName)), obj(nullptr) {}
const Il2CppImage* Wrapper::GetImage(const char* imageName)
{
if (image)
return image;
const Il2CppDomain* domain = il2cpp_domain_get();
size_t size;
const Il2CppAssembly** assemblies = il2cpp_domain_get_assemblies(domain, &size);
for (size_t i = 0; i < size; ++i) {
const Il2CppAssembly* assembly = assemblies[i];
if (assembly) {
const char* assemblyName = il2cpp_image_get_name(assembly->image);
if (std::string(assemblyName) == imageName) {
return assembly->image;
}
}
}
return nullptr;
}
Wrapper& Wrapper::find_class(const char* classNamespace, const char* className)
{
Il2CppClass* _class = il2cpp_class_from_name(image, classNamespace, className);
if (_class) {
const Il2CppType* _type = il2cpp_class_get_type(_class);
if (_type) {
obj = il2cpp_type_get_object(_type);
}
}
return *this;
}
void Wrapper::get_fields(const char* classNamespace, const char* className)
{
}
void Wrapper::method_info(const char* classNamespace, const char* className)
{
}
void Wrapper::classList()
{
size_t classCount = il2cpp_image_get_class_count(image);
std::cout << "{\n";
for (size_t i = 0; i < classCount; ++i) {
const Il2CppClass* _klass = il2cpp_image_get_class(image, i);
if (_klass) {
char* _name = const_cast<char*>(il2cpp_class_get_name(const_cast<Il2CppClass*>(_klass)));
char* _namespace = const_cast<char*>(il2cpp_class_get_namespace(const_cast<Il2CppClass*>(_klass)));
std::cout << " [\n";
std::cout << "\tName: " << _name << "\n";
std::cout << "\tNamespace: " << _namespace << "\n";
std::cout << " ],\n";
}
}
std::cout << "\n}\n";
}
Il2CppObject* Wrapper::get_class()
{
return obj;
}
const char* Wrapper::GetImageName()
{
if (image)
return il2cpp_image_get_name(image);
return nullptr;
}
const Il2CppImage* Wrapper::get_image()
{
if (image)
return image;
return nullptr;
}