#include "pch-il2cpp.h" #include "UnityEngine/Transform.h" app::Transform* Transform::GetTransform(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::GetPosition(app::Transform* transform) { if (!transform || !app::Transform_get_position) return app::Vector3(); return app::Transform_get_position(transform, nullptr); } app::Quaternion Transform::GetRotation(app::Transform* transform) { return app::Transform_get_rotation(transform, nullptr); } app::Vector3 Transform::GetForward(app::Transform* transform) { return app::Transform_get_forward(transform, nullptr); } app::Vector3 Transform::GetRight(app::Transform* transform) { return app::Transform_get_right(transform, nullptr); } app::Vector3 Transform::GetEulerAngles(app::Quaternion__Boxed rotation) { return app::Quaternion_get_eulerAngles(&rotation, nullptr); } app::Quaternion Transform::QuaternionEuler(app::Vector3 eulerAngles) { float x = eulerAngles.x; float y = eulerAngles.y; float z = eulerAngles.z; return app::Quaternion_Euler(x, y, z, nullptr); } app::Quaternion Transform::QuaternionIdentity() { return app::Quaternion_get_identity(nullptr); }