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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#pragma once
struct Camera {
static app::Camera* GetMainCamera();
};

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#pragma once
#include "UnityEngine/Camera.h"
#include "UnityEngine/GameObject.h"
#include "UnityEngine/Input.h"
#include "UnityEngine/Object.h"
#include "UnityEngine/Transform.h"

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#pragma once
namespace GameObject {
app::Component* GetComponentByName(app::GameObject* go, const char* type);
app::Component__Array* LogComponents(app::GameObject* go);
};

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#pragma once
struct Input {
static float GetAxis(const char* axisName);
};

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#pragma once
namespace Math {
namespace Vector3 {
const char* ToString(app::Vector3* v);
const char* ToString(app::Vector3 v);
}
}

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#pragma once
#include "wrapper.h"
struct Object {
static const char* GetObjectName(app::Object_1* obj);
static app::GameObject__Array* FindGameObjectsWithTag(const char* tag);
static void FindObjectFromInstanceID(int32_t instanceID);
static bool IsNull(app::Object_1* obj);
template<typename T>
static inline T* FindObjectOfType(const char* className, const char* classNamespace = "", const char* assemblyName = "Assembly-CSharp.dll") {
Wrapper obj(assemblyName);
Il2CppObject* object = obj.find_class(classNamespace, className).get_class();
if (!object || !app::Object_1_FindObjectOfType) return nullptr;
app::Object_1* obj_1 = app::Object_1_FindObjectOfType(reinterpret_cast<app::Type*>(object), nullptr);
if (!obj_1 || IsNull(obj_1)) return nullptr;
return reinterpret_cast<T*>(obj_1);
}
template<typename T>
static inline bool Enabled(T* behaviour) {
return app::Behaviour_get_enabled((app::Behaviour*)behaviour, nullptr);
}
template<typename T>
static inline void Enabled(T* behaviour, bool value) {
app::Behaviour_set_enabled((app::Behaviour*)behaviour, value, nullptr);
}
};

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#pragma once
namespace Transform {
app::Transform* Get(app::GameObject* go);
app::Vector3 Position(app::Transform* transform);
}