Reorganized UnityEngine namespace
Reorganized UnityEngine namespace by splitting headers into individual classes
This commit is contained in:
8
lib/private/UnityEngine/Camera.cpp
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8
lib/private/UnityEngine/Camera.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/Camera.h"
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app::Camera* Camera::GetMainCamera()
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{
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return app::Camera_get_main(nullptr) ? app::Camera_get_main(nullptr) : nullptr;
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}
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29
lib/private/UnityEngine/GameObject.cpp
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29
lib/private/UnityEngine/GameObject.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/GameObject.h"
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#include "wrapper.h"
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#include <helpers.h>
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app::Component* GameObject::GetComponentByName(app::GameObject* go, const char* type)
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{
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app::Component* component = app::GameObject_GetComponentByName(go, ConvertToSystemString(type), nullptr);
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return component ? component : nullptr;
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}
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app::Component__Array* GameObject::LogComponents(app::GameObject* go)
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{
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Wrapper obj("UnityEngine.CoreModule.dll");
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Il2CppObject* object = obj.find_class("UnityEngine", "Component").get_class();
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if (!object) return nullptr;
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app::Type* type = reinterpret_cast<app::Type*>(object);
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if (!type) return nullptr;
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app::Component__Array* __components = app::GameObject_GetComponents(go, type, nullptr);
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return __components ? __components : nullptr;
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}
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9
lib/private/UnityEngine/Input.cpp
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9
lib/private/UnityEngine/Input.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/Input.h"
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#include <helpers.h>
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float Input::GetAxis(const char* axisName)
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{
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return app::Input_1_GetAxis(ConvertToSystemString(axisName), nullptr);
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}
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16
lib/private/UnityEngine/Math.cpp
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16
lib/private/UnityEngine/Math.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/Math.h"
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#include <helpers.h>
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const char* Math::Vector3::ToString(app::Vector3* v)
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{
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app::String* str = app::Vector3_ToString(v, nullptr);
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return str ? il2cppi_to_string(str).c_str() : "Vector::ToString returned nullptr!\n";
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}
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const char* Math::Vector3::ToString(app::Vector3 v)
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{
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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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}
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30
lib/private/UnityEngine/Object.cpp
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30
lib/private/UnityEngine/Object.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/Object.h"
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#include <string>
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#include <helpers.h>
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const char* Object::GetObjectName(app::Object_1* obj)
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{
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static std::string name = il2cppi_to_string(app::Object_1_GetName(obj, nullptr));
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return name.c_str();
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}
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app::GameObject__Array* Object::FindGameObjectsWithTag(const char* tag)
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{
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app::GameObject__Array* go_array_result = app::GameObject_FindGameObjectsWithTag(ConvertToSystemString(tag), nullptr);
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return go_array_result ? go_array_result : nullptr;
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}
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void Object::FindObjectFromInstanceID(int32_t instanceID)
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{
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}
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bool Object::IsNull(app::Object_1* obj)
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{
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if (obj == nullptr)
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return true;
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return !app::Object_1_op_Implicit(obj, nullptr);
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}
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19
lib/private/UnityEngine/Transform.cpp
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19
lib/private/UnityEngine/Transform.cpp
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#include "pch-il2cpp.h"
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#include "UnityEngine/Transform.h"
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app::Transform* Transform::Get(app::GameObject* go)
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{
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if (!go || !app::GameObject_get_transform) return nullptr;
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app::Transform* __transform = app::GameObject_get_transform(go, nullptr);
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return __transform ? __transform : nullptr;
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}
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app::Vector3 Transform::Position(app::Transform* transform)
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{
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if (!transform || !app::Transform_get_position) return app::Vector3();
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return app::Transform_get_position(transform, nullptr);
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}
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