438 lines
16 KiB
C++
438 lines
16 KiB
C++
extern "C" void RegisterStaticallyLinkedModulesGranular()
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{
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void RegisterModule_SharedInternals();
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RegisterModule_SharedInternals();
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void RegisterModule_Core();
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RegisterModule_Core();
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void RegisterModule_Animation();
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RegisterModule_Animation();
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void RegisterModule_Audio();
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RegisterModule_Audio();
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void RegisterModule_Physics();
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RegisterModule_Physics();
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void RegisterModule_TextRendering();
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RegisterModule_TextRendering();
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void RegisterModule_UI();
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RegisterModule_UI();
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void RegisterModule_UnityConnect();
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RegisterModule_UnityConnect();
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void RegisterModule_Video();
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RegisterModule_Video();
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void RegisterModule_IMGUI();
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RegisterModule_IMGUI();
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void RegisterModule_UnityWebRequest();
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RegisterModule_UnityWebRequest();
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void RegisterModule_UnityAnalytics();
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RegisterModule_UnityAnalytics();
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void RegisterModule_GameCenter();
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RegisterModule_GameCenter();
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void RegisterModule_TLS();
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RegisterModule_TLS();
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void RegisterModule_JSONSerialize();
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RegisterModule_JSONSerialize();
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void RegisterModule_ImageConversion();
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RegisterModule_ImageConversion();
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}
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template <typename T> void RegisterUnityClass(const char*);
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template <typename T> void RegisterStrippedType(int, const char*, const char*);
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void InvokeRegisterStaticallyLinkedModuleClasses()
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{
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// Do nothing (we're in stripping mode)
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}
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class EditorExtension; template <> void RegisterUnityClass<EditorExtension>(const char*);
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namespace Unity { class Component; } template <> void RegisterUnityClass<Unity::Component>(const char*);
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class Behaviour; template <> void RegisterUnityClass<Behaviour>(const char*);
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class Animation;
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class Animator; template <> void RegisterUnityClass<Animator>(const char*);
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class AudioBehaviour; template <> void RegisterUnityClass<AudioBehaviour>(const char*);
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class AudioListener; template <> void RegisterUnityClass<AudioListener>(const char*);
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class AudioSource; template <> void RegisterUnityClass<AudioSource>(const char*);
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class AudioFilter;
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class AudioChorusFilter;
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class AudioDistortionFilter;
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class AudioEchoFilter;
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class AudioHighPassFilter;
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class AudioLowPassFilter;
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class AudioReverbFilter;
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class AudioReverbZone;
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class Camera; template <> void RegisterUnityClass<Camera>(const char*);
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namespace UI { class Canvas; } template <> void RegisterUnityClass<UI::Canvas>(const char*);
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namespace UI { class CanvasGroup; } template <> void RegisterUnityClass<UI::CanvasGroup>(const char*);
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namespace Unity { class Cloth; }
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class Collider2D;
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class BoxCollider2D;
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class CapsuleCollider2D;
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class CircleCollider2D;
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class CompositeCollider2D;
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class EdgeCollider2D;
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class PolygonCollider2D;
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class TilemapCollider2D;
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class ConstantForce;
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class Effector2D;
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class AreaEffector2D;
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class BuoyancyEffector2D;
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class PlatformEffector2D;
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class PointEffector2D;
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class SurfaceEffector2D;
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class FlareLayer; template <> void RegisterUnityClass<FlareLayer>(const char*);
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class GUIElement; template <> void RegisterUnityClass<GUIElement>(const char*);
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namespace TextRenderingPrivate { class GUIText; }
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class GUITexture;
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class GUILayer; template <> void RegisterUnityClass<GUILayer>(const char*);
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class GridLayout;
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class Grid;
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class Tilemap;
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class Halo;
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class HaloLayer;
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class IConstraint;
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class AimConstraint;
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class LookAtConstraint;
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class ParentConstraint;
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class PositionConstraint;
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class RotationConstraint;
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class ScaleConstraint;
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class Joint2D;
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class AnchoredJoint2D;
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class DistanceJoint2D;
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class FixedJoint2D;
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class FrictionJoint2D;
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class HingeJoint2D;
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class SliderJoint2D;
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class SpringJoint2D;
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class WheelJoint2D;
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class RelativeJoint2D;
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class TargetJoint2D;
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class LensFlare;
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class Light; template <> void RegisterUnityClass<Light>(const char*);
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class LightProbeGroup;
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class LightProbeProxyVolume;
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class MonoBehaviour; template <> void RegisterUnityClass<MonoBehaviour>(const char*);
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class NavMeshAgent;
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class NavMeshObstacle;
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class OffMeshLink;
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class ParticleSystemForceField;
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class PhysicsUpdateBehaviour2D;
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class ConstantForce2D;
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class PlayableDirector;
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class Projector;
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class ReflectionProbe; template <> void RegisterUnityClass<ReflectionProbe>(const char*);
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class Skybox;
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class SortingGroup;
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class StreamingController;
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class Terrain;
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class VideoPlayer; template <> void RegisterUnityClass<VideoPlayer>(const char*);
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class VisualEffect;
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class WindZone;
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namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass<UI::CanvasRenderer>(const char*);
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class Collider; template <> void RegisterUnityClass<Collider>(const char*);
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class BoxCollider;
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class CapsuleCollider;
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class CharacterController;
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class MeshCollider;
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class SphereCollider;
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class TerrainCollider;
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class WheelCollider;
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namespace Unity { class Joint; }
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namespace Unity { class CharacterJoint; }
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namespace Unity { class ConfigurableJoint; }
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namespace Unity { class FixedJoint; }
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namespace Unity { class HingeJoint; }
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namespace Unity { class SpringJoint; }
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class LODGroup;
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class MeshFilter; template <> void RegisterUnityClass<MeshFilter>(const char*);
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class OcclusionArea;
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class OcclusionPortal;
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class ParticleSystem;
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class Renderer; template <> void RegisterUnityClass<Renderer>(const char*);
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class BillboardRenderer;
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class LineRenderer;
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class MeshRenderer; template <> void RegisterUnityClass<MeshRenderer>(const char*);
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class ParticleSystemRenderer;
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class SkinnedMeshRenderer;
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class SpriteMask;
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class SpriteRenderer; template <> void RegisterUnityClass<SpriteRenderer>(const char*);
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class SpriteShapeRenderer;
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class TilemapRenderer;
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class TrailRenderer;
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class VFXRenderer;
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class Rigidbody; template <> void RegisterUnityClass<Rigidbody>(const char*);
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class Rigidbody2D;
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namespace TextRenderingPrivate { class TextMesh; } template <> void RegisterUnityClass<TextRenderingPrivate::TextMesh>(const char*);
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class Transform; template <> void RegisterUnityClass<Transform>(const char*);
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namespace UI { class RectTransform; } template <> void RegisterUnityClass<UI::RectTransform>(const char*);
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class Tree;
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class WorldAnchor;
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class GameObject; template <> void RegisterUnityClass<GameObject>(const char*);
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class NamedObject; template <> void RegisterUnityClass<NamedObject>(const char*);
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class AssetBundle;
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class AssetBundleManifest;
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class ScriptedImporter;
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class AssetImporterLog;
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class AudioMixer;
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class AudioMixerController;
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class AudioMixerGroup;
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class AudioMixerGroupController;
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class AudioMixerSnapshot;
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class AudioMixerSnapshotController;
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class Avatar;
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class AvatarMask;
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class BillboardAsset;
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class ComputeShader; template <> void RegisterUnityClass<ComputeShader>(const char*);
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class Flare;
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namespace TextRendering { class Font; } template <> void RegisterUnityClass<TextRendering::Font>(const char*);
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class GameObjectRecorder;
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class LightProbes; template <> void RegisterUnityClass<LightProbes>(const char*);
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class LocalizationAsset;
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class Material; template <> void RegisterUnityClass<Material>(const char*);
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class ProceduralMaterial;
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class Mesh; template <> void RegisterUnityClass<Mesh>(const char*);
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class Motion; template <> void RegisterUnityClass<Motion>(const char*);
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class AnimationClip; template <> void RegisterUnityClass<AnimationClip>(const char*);
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class PreviewAnimationClip;
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class NavMeshData;
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class OcclusionCullingData;
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class PhysicMaterial;
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class PhysicsMaterial2D;
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class PreloadData; template <> void RegisterUnityClass<PreloadData>(const char*);
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class RuntimeAnimatorController; template <> void RegisterUnityClass<RuntimeAnimatorController>(const char*);
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class AnimatorController; template <> void RegisterUnityClass<AnimatorController>(const char*);
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class AnimatorOverrideController; template <> void RegisterUnityClass<AnimatorOverrideController>(const char*);
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class SampleClip; template <> void RegisterUnityClass<SampleClip>(const char*);
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class AudioClip; template <> void RegisterUnityClass<AudioClip>(const char*);
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class Shader; template <> void RegisterUnityClass<Shader>(const char*);
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class ShaderVariantCollection;
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class SpeedTreeWindAsset;
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class Sprite; template <> void RegisterUnityClass<Sprite>(const char*);
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class SpriteAtlas; template <> void RegisterUnityClass<SpriteAtlas>(const char*);
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class SubstanceArchive;
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class TerrainData;
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class TerrainLayer;
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class TextAsset; template <> void RegisterUnityClass<TextAsset>(const char*);
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class CGProgram; template <> void RegisterUnityClass<CGProgram>(const char*);
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class MonoScript; template <> void RegisterUnityClass<MonoScript>(const char*);
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class Texture; template <> void RegisterUnityClass<Texture>(const char*);
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class BaseVideoTexture;
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class MovieTexture;
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class WebCamTexture;
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class CubemapArray; template <> void RegisterUnityClass<CubemapArray>(const char*);
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class LowerResBlitTexture; template <> void RegisterUnityClass<LowerResBlitTexture>(const char*);
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class ProceduralTexture;
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class RenderTexture; template <> void RegisterUnityClass<RenderTexture>(const char*);
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class CustomRenderTexture;
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class SparseTexture;
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class Texture2D; template <> void RegisterUnityClass<Texture2D>(const char*);
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class Cubemap; template <> void RegisterUnityClass<Cubemap>(const char*);
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class Texture2DArray; template <> void RegisterUnityClass<Texture2DArray>(const char*);
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class Texture3D; template <> void RegisterUnityClass<Texture3D>(const char*);
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class VideoClip; template <> void RegisterUnityClass<VideoClip>(const char*);
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class VisualEffectAsset;
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class VisualEffectResource;
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class GameManager; template <> void RegisterUnityClass<GameManager>(const char*);
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class GlobalGameManager; template <> void RegisterUnityClass<GlobalGameManager>(const char*);
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class AudioManager; template <> void RegisterUnityClass<AudioManager>(const char*);
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class BuildSettings; template <> void RegisterUnityClass<BuildSettings>(const char*);
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class DelayedCallManager; template <> void RegisterUnityClass<DelayedCallManager>(const char*);
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class GraphicsSettings; template <> void RegisterUnityClass<GraphicsSettings>(const char*);
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class InputManager; template <> void RegisterUnityClass<InputManager>(const char*);
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class MonoManager; template <> void RegisterUnityClass<MonoManager>(const char*);
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class NavMeshProjectSettings;
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class Physics2DSettings;
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class PhysicsManager; template <> void RegisterUnityClass<PhysicsManager>(const char*);
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class PlayerSettings; template <> void RegisterUnityClass<PlayerSettings>(const char*);
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class QualitySettings; template <> void RegisterUnityClass<QualitySettings>(const char*);
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class ResourceManager; template <> void RegisterUnityClass<ResourceManager>(const char*);
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class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass<RuntimeInitializeOnLoadManager>(const char*);
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class ScriptMapper; template <> void RegisterUnityClass<ScriptMapper>(const char*);
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class StreamingManager;
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class TagManager; template <> void RegisterUnityClass<TagManager>(const char*);
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class TimeManager; template <> void RegisterUnityClass<TimeManager>(const char*);
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class UnityConnectSettings; template <> void RegisterUnityClass<UnityConnectSettings>(const char*);
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class VFXManager;
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class LevelGameManager; template <> void RegisterUnityClass<LevelGameManager>(const char*);
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class LightmapSettings; template <> void RegisterUnityClass<LightmapSettings>(const char*);
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class NavMeshSettings;
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class OcclusionCullingSettings;
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class RenderSettings; template <> void RegisterUnityClass<RenderSettings>(const char*);
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class RenderPassAttachment;
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void RegisterAllClasses()
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{
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void RegisterBuiltinTypes();
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RegisterBuiltinTypes();
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//Total: 77 non stripped classes
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//0. Animator
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RegisterUnityClass<Animator>("Animation");
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//1. Behaviour
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RegisterUnityClass<Behaviour>("Core");
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//2. Unity::Component
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RegisterUnityClass<Unity::Component>("Core");
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//3. EditorExtension
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RegisterUnityClass<EditorExtension>("Core");
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//4. AnimatorOverrideController
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RegisterUnityClass<AnimatorOverrideController>("Animation");
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//5. RuntimeAnimatorController
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RegisterUnityClass<RuntimeAnimatorController>("Animation");
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//6. NamedObject
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RegisterUnityClass<NamedObject>("Core");
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//7. Camera
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RegisterUnityClass<Camera>("Core");
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//8. LowerResBlitTexture
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RegisterUnityClass<LowerResBlitTexture>("Core");
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//9. Texture
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RegisterUnityClass<Texture>("Core");
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//10. PreloadData
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RegisterUnityClass<PreloadData>("Core");
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//11. GUIElement
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RegisterUnityClass<GUIElement>("Core");
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//12. GUILayer
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RegisterUnityClass<GUILayer>("Core");
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//13. GameObject
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RegisterUnityClass<GameObject>("Core");
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//14. QualitySettings
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RegisterUnityClass<QualitySettings>("Core");
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//15. GlobalGameManager
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RegisterUnityClass<GlobalGameManager>("Core");
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//16. GameManager
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RegisterUnityClass<GameManager>("Core");
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//17. Renderer
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RegisterUnityClass<Renderer>("Core");
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//18. Shader
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RegisterUnityClass<Shader>("Core");
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//19. Material
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RegisterUnityClass<Material>("Core");
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//20. Light
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RegisterUnityClass<Light>("Core");
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//21. MeshFilter
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RegisterUnityClass<MeshFilter>("Core");
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//22. MeshRenderer
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RegisterUnityClass<MeshRenderer>("Core");
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//23. Mesh
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RegisterUnityClass<Mesh>("Core");
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//24. MonoBehaviour
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RegisterUnityClass<MonoBehaviour>("Core");
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//25. ReflectionProbe
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RegisterUnityClass<ReflectionProbe>("Core");
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//26. ComputeShader
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RegisterUnityClass<ComputeShader>("Core");
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//27. TextAsset
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RegisterUnityClass<TextAsset>("Core");
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//28. Texture2D
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RegisterUnityClass<Texture2D>("Core");
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//29. Cubemap
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RegisterUnityClass<Cubemap>("Core");
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//30. Texture3D
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RegisterUnityClass<Texture3D>("Core");
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//31. Texture2DArray
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RegisterUnityClass<Texture2DArray>("Core");
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//32. CubemapArray
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RegisterUnityClass<CubemapArray>("Core");
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//33. RenderTexture
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RegisterUnityClass<RenderTexture>("Core");
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//34. UI::RectTransform
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RegisterUnityClass<UI::RectTransform>("Core");
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//35. Transform
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RegisterUnityClass<Transform>("Core");
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//36. Sprite
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RegisterUnityClass<Sprite>("Core");
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//37. SpriteAtlas
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RegisterUnityClass<SpriteAtlas>("Core");
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//38. Rigidbody
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RegisterUnityClass<Rigidbody>("Physics");
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//39. Collider
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RegisterUnityClass<Collider>("Physics");
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//40. AudioClip
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RegisterUnityClass<AudioClip>("Audio");
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//41. SampleClip
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RegisterUnityClass<SampleClip>("Audio");
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//42. AudioListener
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RegisterUnityClass<AudioListener>("Audio");
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//43. AudioBehaviour
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RegisterUnityClass<AudioBehaviour>("Audio");
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//44. AudioSource
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RegisterUnityClass<AudioSource>("Audio");
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//45. TextRenderingPrivate::TextMesh
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RegisterUnityClass<TextRenderingPrivate::TextMesh>("TextRendering");
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//46. TextRendering::Font
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RegisterUnityClass<TextRendering::Font>("TextRendering");
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//47. VideoPlayer
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RegisterUnityClass<VideoPlayer>("Video");
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//48. UI::Canvas
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RegisterUnityClass<UI::Canvas>("UI");
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//49. UI::CanvasGroup
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RegisterUnityClass<UI::CanvasGroup>("UI");
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//50. UI::CanvasRenderer
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RegisterUnityClass<UI::CanvasRenderer>("UI");
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//51. VideoClip
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RegisterUnityClass<VideoClip>("Video");
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//52. SpriteRenderer
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RegisterUnityClass<SpriteRenderer>("Core");
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//53. TagManager
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RegisterUnityClass<TagManager>("Core");
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//54. GraphicsSettings
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RegisterUnityClass<GraphicsSettings>("Core");
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//55. DelayedCallManager
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RegisterUnityClass<DelayedCallManager>("Core");
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//56. InputManager
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RegisterUnityClass<InputManager>("Core");
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//57. TimeManager
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RegisterUnityClass<TimeManager>("Core");
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//58. BuildSettings
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RegisterUnityClass<BuildSettings>("Core");
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//59. MonoScript
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RegisterUnityClass<MonoScript>("Core");
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//60. PlayerSettings
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RegisterUnityClass<PlayerSettings>("Core");
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//61. ResourceManager
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RegisterUnityClass<ResourceManager>("Core");
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//62. RuntimeInitializeOnLoadManager
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RegisterUnityClass<RuntimeInitializeOnLoadManager>("Core");
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//63. ScriptMapper
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RegisterUnityClass<ScriptMapper>("Core");
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//64. PhysicsManager
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RegisterUnityClass<PhysicsManager>("Physics");
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//65. MonoManager
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RegisterUnityClass<MonoManager>("Core");
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//66. AudioManager
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RegisterUnityClass<AudioManager>("Audio");
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//67. UnityConnectSettings
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RegisterUnityClass<UnityConnectSettings>("UnityConnect");
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//68. LevelGameManager
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RegisterUnityClass<LevelGameManager>("Core");
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//69. FlareLayer
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RegisterUnityClass<FlareLayer>("Core");
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//70. RenderSettings
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RegisterUnityClass<RenderSettings>("Core");
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//71. LightmapSettings
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RegisterUnityClass<LightmapSettings>("Core");
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//72. CGProgram
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RegisterUnityClass<CGProgram>("Core");
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//73. LightProbes
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RegisterUnityClass<LightProbes>("Core");
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//74. Motion
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RegisterUnityClass<Motion>("Animation");
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//75. AnimationClip
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RegisterUnityClass<AnimationClip>("Animation");
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//76. AnimatorController
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RegisterUnityClass<AnimatorController>("Animation");
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}
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