Files
BlueArchiveMiniGame/Assets/HybridCLRGenerate/AOTGenericReferences.cs
2025-09-22 09:40:24 +08:00

397 lines
18 KiB
C#

using System.Collections.Generic;
public class AOTGenericReferences : UnityEngine.MonoBehaviour
{
// {{ AOT assemblies
public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
{
"Cinemachine.dll",
"Mirror.dll",
"MyScripts.Runtime.dll",
"System.Core.dll",
"Unity.InputSystem.dll",
"Unity.RenderPipelines.Core.Runtime.dll",
"UnityEngine.CoreModule.dll",
"UnityEngine.JSONSerializeModule.dll",
"YooAsset.dll",
"mscorlib.dll",
};
// }}
// {{ constraint implement type
// }}
// {{ AOT generic types
// Mirror.Reader<Mirror.AddPlayerMessage>
// Mirror.Reader<Mirror.ChangeOwnerMessage>
// Mirror.Reader<Mirror.CommandMessage>
// Mirror.Reader<Mirror.Discovery.ServerRequest>
// Mirror.Reader<Mirror.Discovery.ServerResponse>
// Mirror.Reader<Mirror.EntityStateMessage>
// Mirror.Reader<Mirror.EntityStateMessageUnreliableBaseline>
// Mirror.Reader<Mirror.EntityStateMessageUnreliableDelta>
// Mirror.Reader<Mirror.NetworkBehaviourSyncVar>
// Mirror.Reader<Mirror.NetworkPingMessage>
// Mirror.Reader<Mirror.NetworkPongMessage>
// Mirror.Reader<Mirror.NotReadyMessage>
// Mirror.Reader<Mirror.ObjectDestroyMessage>
// Mirror.Reader<Mirror.ObjectHideMessage>
// Mirror.Reader<Mirror.ObjectSpawnFinishedMessage>
// Mirror.Reader<Mirror.ObjectSpawnStartedMessage>
// Mirror.Reader<Mirror.PredictedSyncData>
// Mirror.Reader<Mirror.ReadyMessage>
// Mirror.Reader<Mirror.RpcMessage>
// Mirror.Reader<Mirror.SceneMessage>
// Mirror.Reader<Mirror.SpawnMessage>
// Mirror.Reader<Mirror.SyncData>
// Mirror.Reader<Mirror.TimeSnapshotMessage>
// Mirror.Reader<System.ArraySegment<byte>>
// Mirror.Reader<System.DateTime>
// Mirror.Reader<System.Decimal>
// Mirror.Reader<System.Guid>
// Mirror.Reader<System.Half>
// Mirror.Reader<System.Nullable<System.DateTime>>
// Mirror.Reader<System.Nullable<System.Decimal>>
// Mirror.Reader<System.Nullable<System.Guid>>
// Mirror.Reader<System.Nullable<UnityEngine.Color32>>
// Mirror.Reader<System.Nullable<UnityEngine.Color>>
// Mirror.Reader<System.Nullable<UnityEngine.LayerMask>>
// Mirror.Reader<System.Nullable<UnityEngine.Matrix4x4>>
// Mirror.Reader<System.Nullable<UnityEngine.Plane>>
// Mirror.Reader<System.Nullable<UnityEngine.Quaternion>>
// Mirror.Reader<System.Nullable<UnityEngine.Ray>>
// Mirror.Reader<System.Nullable<UnityEngine.Rect>>
// Mirror.Reader<System.Nullable<UnityEngine.Vector2>>
// Mirror.Reader<System.Nullable<UnityEngine.Vector2Int>>
// Mirror.Reader<System.Nullable<UnityEngine.Vector3>>
// Mirror.Reader<System.Nullable<UnityEngine.Vector3Int>>
// Mirror.Reader<System.Nullable<UnityEngine.Vector4>>
// Mirror.Reader<System.Nullable<byte>>
// Mirror.Reader<System.Nullable<double>>
// Mirror.Reader<System.Nullable<float>>
// Mirror.Reader<System.Nullable<int>>
// Mirror.Reader<System.Nullable<long>>
// Mirror.Reader<System.Nullable<sbyte>>
// Mirror.Reader<System.Nullable<short>>
// Mirror.Reader<System.Nullable<uint>>
// Mirror.Reader<System.Nullable<ulong>>
// Mirror.Reader<System.Nullable<ushort>>
// Mirror.Reader<UnityEngine.Color32>
// Mirror.Reader<UnityEngine.Color>
// Mirror.Reader<UnityEngine.LayerMask>
// Mirror.Reader<UnityEngine.Matrix4x4>
// Mirror.Reader<UnityEngine.Plane>
// Mirror.Reader<UnityEngine.Quaternion>
// Mirror.Reader<UnityEngine.Ray>
// Mirror.Reader<UnityEngine.Rect>
// Mirror.Reader<UnityEngine.Vector2>
// Mirror.Reader<UnityEngine.Vector2Int>
// Mirror.Reader<UnityEngine.Vector3>
// Mirror.Reader<UnityEngine.Vector3Int>
// Mirror.Reader<UnityEngine.Vector4>
// Mirror.Reader<byte>
// Mirror.Reader<double>
// Mirror.Reader<float>
// Mirror.Reader<int>
// Mirror.Reader<long>
// Mirror.Reader<object>
// Mirror.Reader<sbyte>
// Mirror.Reader<short>
// Mirror.Reader<uint>
// Mirror.Reader<ulong>
// Mirror.Reader<ushort>
// Mirror.Writer<Mirror.AddPlayerMessage>
// Mirror.Writer<Mirror.ChangeOwnerMessage>
// Mirror.Writer<Mirror.CommandMessage>
// Mirror.Writer<Mirror.Discovery.ServerRequest>
// Mirror.Writer<Mirror.Discovery.ServerResponse>
// Mirror.Writer<Mirror.EntityStateMessage>
// Mirror.Writer<Mirror.EntityStateMessageUnreliableBaseline>
// Mirror.Writer<Mirror.EntityStateMessageUnreliableDelta>
// Mirror.Writer<Mirror.NetworkPingMessage>
// Mirror.Writer<Mirror.NetworkPongMessage>
// Mirror.Writer<Mirror.NotReadyMessage>
// Mirror.Writer<Mirror.ObjectDestroyMessage>
// Mirror.Writer<Mirror.ObjectHideMessage>
// Mirror.Writer<Mirror.ObjectSpawnFinishedMessage>
// Mirror.Writer<Mirror.ObjectSpawnStartedMessage>
// Mirror.Writer<Mirror.PredictedSyncData>
// Mirror.Writer<Mirror.ReadyMessage>
// Mirror.Writer<Mirror.RpcMessage>
// Mirror.Writer<Mirror.SceneMessage>
// Mirror.Writer<Mirror.SpawnMessage>
// Mirror.Writer<Mirror.SyncData>
// Mirror.Writer<Mirror.TimeSnapshotMessage>
// Mirror.Writer<System.ArraySegment<byte>>
// Mirror.Writer<System.DateTime>
// Mirror.Writer<System.Decimal>
// Mirror.Writer<System.Guid>
// Mirror.Writer<System.Half>
// Mirror.Writer<System.Nullable<System.DateTime>>
// Mirror.Writer<System.Nullable<System.Decimal>>
// Mirror.Writer<System.Nullable<System.Guid>>
// Mirror.Writer<System.Nullable<UnityEngine.Color32>>
// Mirror.Writer<System.Nullable<UnityEngine.Color>>
// Mirror.Writer<System.Nullable<UnityEngine.LayerMask>>
// Mirror.Writer<System.Nullable<UnityEngine.Matrix4x4>>
// Mirror.Writer<System.Nullable<UnityEngine.Plane>>
// Mirror.Writer<System.Nullable<UnityEngine.Quaternion>>
// Mirror.Writer<System.Nullable<UnityEngine.Ray>>
// Mirror.Writer<System.Nullable<UnityEngine.Rect>>
// Mirror.Writer<System.Nullable<UnityEngine.Vector2>>
// Mirror.Writer<System.Nullable<UnityEngine.Vector2Int>>
// Mirror.Writer<System.Nullable<UnityEngine.Vector3>>
// Mirror.Writer<System.Nullable<UnityEngine.Vector3Int>>
// Mirror.Writer<System.Nullable<UnityEngine.Vector4>>
// Mirror.Writer<System.Nullable<byte>>
// Mirror.Writer<System.Nullable<double>>
// Mirror.Writer<System.Nullable<float>>
// Mirror.Writer<System.Nullable<int>>
// Mirror.Writer<System.Nullable<long>>
// Mirror.Writer<System.Nullable<sbyte>>
// Mirror.Writer<System.Nullable<short>>
// Mirror.Writer<System.Nullable<uint>>
// Mirror.Writer<System.Nullable<ulong>>
// Mirror.Writer<System.Nullable<ushort>>
// Mirror.Writer<UnityEngine.Color32>
// Mirror.Writer<UnityEngine.Color>
// Mirror.Writer<UnityEngine.LayerMask>
// Mirror.Writer<UnityEngine.Matrix4x4>
// Mirror.Writer<UnityEngine.Plane>
// Mirror.Writer<UnityEngine.Quaternion>
// Mirror.Writer<UnityEngine.Ray>
// Mirror.Writer<UnityEngine.Rect>
// Mirror.Writer<UnityEngine.Vector2>
// Mirror.Writer<UnityEngine.Vector2Int>
// Mirror.Writer<UnityEngine.Vector3>
// Mirror.Writer<UnityEngine.Vector3Int>
// Mirror.Writer<UnityEngine.Vector4>
// Mirror.Writer<byte>
// Mirror.Writer<double>
// Mirror.Writer<float>
// Mirror.Writer<int>
// Mirror.Writer<long>
// Mirror.Writer<object>
// Mirror.Writer<sbyte>
// Mirror.Writer<short>
// Mirror.Writer<uint>
// Mirror.Writer<ulong>
// Mirror.Writer<ushort>
// Singleton<object>
// System.Action<object,Mirror.AddPlayerMessage>
// System.Action<object,Mirror.ChangeOwnerMessage>
// System.Action<object,Mirror.CommandMessage>
// System.Action<object,Mirror.Discovery.ServerRequest>
// System.Action<object,Mirror.Discovery.ServerResponse>
// System.Action<object,Mirror.EntityStateMessage>
// System.Action<object,Mirror.EntityStateMessageUnreliableBaseline>
// System.Action<object,Mirror.EntityStateMessageUnreliableDelta>
// System.Action<object,Mirror.NetworkPingMessage>
// System.Action<object,Mirror.NetworkPongMessage>
// System.Action<object,Mirror.NotReadyMessage>
// System.Action<object,Mirror.ObjectDestroyMessage>
// System.Action<object,Mirror.ObjectHideMessage>
// System.Action<object,Mirror.ObjectSpawnFinishedMessage>
// System.Action<object,Mirror.ObjectSpawnStartedMessage>
// System.Action<object,Mirror.PredictedSyncData>
// System.Action<object,Mirror.ReadyMessage>
// System.Action<object,Mirror.RpcMessage>
// System.Action<object,Mirror.SceneMessage>
// System.Action<object,Mirror.SpawnMessage>
// System.Action<object,Mirror.SyncData>
// System.Action<object,Mirror.TimeSnapshotMessage>
// System.Action<object,System.ArraySegment<byte>>
// System.Action<object,System.DateTime>
// System.Action<object,System.Decimal>
// System.Action<object,System.Guid>
// System.Action<object,System.Half>
// System.Action<object,System.Nullable<System.DateTime>>
// System.Action<object,System.Nullable<System.Decimal>>
// System.Action<object,System.Nullable<System.Guid>>
// System.Action<object,System.Nullable<UnityEngine.Color32>>
// System.Action<object,System.Nullable<UnityEngine.Color>>
// System.Action<object,System.Nullable<UnityEngine.LayerMask>>
// System.Action<object,System.Nullable<UnityEngine.Matrix4x4>>
// System.Action<object,System.Nullable<UnityEngine.Plane>>
// System.Action<object,System.Nullable<UnityEngine.Quaternion>>
// System.Action<object,System.Nullable<UnityEngine.Ray>>
// System.Action<object,System.Nullable<UnityEngine.Rect>>
// System.Action<object,System.Nullable<UnityEngine.Vector2>>
// System.Action<object,System.Nullable<UnityEngine.Vector2Int>>
// System.Action<object,System.Nullable<UnityEngine.Vector3>>
// System.Action<object,System.Nullable<UnityEngine.Vector3Int>>
// System.Action<object,System.Nullable<UnityEngine.Vector4>>
// System.Action<object,System.Nullable<byte>>
// System.Action<object,System.Nullable<double>>
// System.Action<object,System.Nullable<float>>
// System.Action<object,System.Nullable<int>>
// System.Action<object,System.Nullable<long>>
// System.Action<object,System.Nullable<sbyte>>
// System.Action<object,System.Nullable<short>>
// System.Action<object,System.Nullable<uint>>
// System.Action<object,System.Nullable<ulong>>
// System.Action<object,System.Nullable<ushort>>
// System.Action<object,UnityEngine.Color32>
// System.Action<object,UnityEngine.Color>
// System.Action<object,UnityEngine.LayerMask>
// System.Action<object,UnityEngine.Matrix4x4>
// System.Action<object,UnityEngine.Plane>
// System.Action<object,UnityEngine.Quaternion>
// System.Action<object,UnityEngine.Ray>
// System.Action<object,UnityEngine.Rect>
// System.Action<object,UnityEngine.Vector2>
// System.Action<object,UnityEngine.Vector2Int>
// System.Action<object,UnityEngine.Vector3>
// System.Action<object,UnityEngine.Vector3Int>
// System.Action<object,UnityEngine.Vector4>
// System.Action<object,byte>
// System.Action<object,double>
// System.Action<object,float>
// System.Action<object,int>
// System.Action<object,long>
// System.Action<object,object>
// System.Action<object,sbyte>
// System.Action<object,short>
// System.Action<object,uint>
// System.Action<object,ulong>
// System.Action<object,ushort>
// System.Action<object>
// System.Collections.Generic.ArraySortHelper<object>
// System.Collections.Generic.Comparer<object>
// System.Collections.Generic.EqualityComparer<object>
// System.Collections.Generic.ICollection<object>
// System.Collections.Generic.IComparer<object>
// System.Collections.Generic.IEnumerable<object>
// System.Collections.Generic.IEnumerator<object>
// System.Collections.Generic.IEqualityComparer<object>
// System.Collections.Generic.IList<object>
// System.Collections.Generic.List.Enumerator<object>
// System.Collections.Generic.List<object>
// System.Collections.Generic.ObjectComparer<object>
// System.Collections.Generic.ObjectEqualityComparer<object>
// System.Collections.ObjectModel.ReadOnlyCollection<object>
// System.Comparison<object>
// System.Func<object,Mirror.AddPlayerMessage>
// System.Func<object,Mirror.ChangeOwnerMessage>
// System.Func<object,Mirror.CommandMessage>
// System.Func<object,Mirror.Discovery.ServerRequest>
// System.Func<object,Mirror.Discovery.ServerResponse>
// System.Func<object,Mirror.EntityStateMessage>
// System.Func<object,Mirror.EntityStateMessageUnreliableBaseline>
// System.Func<object,Mirror.EntityStateMessageUnreliableDelta>
// System.Func<object,Mirror.NetworkBehaviourSyncVar>
// System.Func<object,Mirror.NetworkPingMessage>
// System.Func<object,Mirror.NetworkPongMessage>
// System.Func<object,Mirror.NotReadyMessage>
// System.Func<object,Mirror.ObjectDestroyMessage>
// System.Func<object,Mirror.ObjectHideMessage>
// System.Func<object,Mirror.ObjectSpawnFinishedMessage>
// System.Func<object,Mirror.ObjectSpawnStartedMessage>
// System.Func<object,Mirror.PredictedSyncData>
// System.Func<object,Mirror.ReadyMessage>
// System.Func<object,Mirror.RpcMessage>
// System.Func<object,Mirror.SceneMessage>
// System.Func<object,Mirror.SpawnMessage>
// System.Func<object,Mirror.SyncData>
// System.Func<object,Mirror.TimeSnapshotMessage>
// System.Func<object,System.ArraySegment<byte>>
// System.Func<object,System.DateTime>
// System.Func<object,System.Decimal>
// System.Func<object,System.Guid>
// System.Func<object,System.Half>
// System.Func<object,System.Nullable<System.DateTime>>
// System.Func<object,System.Nullable<System.Decimal>>
// System.Func<object,System.Nullable<System.Guid>>
// System.Func<object,System.Nullable<UnityEngine.Color32>>
// System.Func<object,System.Nullable<UnityEngine.Color>>
// System.Func<object,System.Nullable<UnityEngine.LayerMask>>
// System.Func<object,System.Nullable<UnityEngine.Matrix4x4>>
// System.Func<object,System.Nullable<UnityEngine.Plane>>
// System.Func<object,System.Nullable<UnityEngine.Quaternion>>
// System.Func<object,System.Nullable<UnityEngine.Ray>>
// System.Func<object,System.Nullable<UnityEngine.Rect>>
// System.Func<object,System.Nullable<UnityEngine.Vector2>>
// System.Func<object,System.Nullable<UnityEngine.Vector2Int>>
// System.Func<object,System.Nullable<UnityEngine.Vector3>>
// System.Func<object,System.Nullable<UnityEngine.Vector3Int>>
// System.Func<object,System.Nullable<UnityEngine.Vector4>>
// System.Func<object,System.Nullable<byte>>
// System.Func<object,System.Nullable<double>>
// System.Func<object,System.Nullable<float>>
// System.Func<object,System.Nullable<int>>
// System.Func<object,System.Nullable<long>>
// System.Func<object,System.Nullable<sbyte>>
// System.Func<object,System.Nullable<short>>
// System.Func<object,System.Nullable<uint>>
// System.Func<object,System.Nullable<ulong>>
// System.Func<object,System.Nullable<ushort>>
// System.Func<object,UnityEngine.Color32>
// System.Func<object,UnityEngine.Color>
// System.Func<object,UnityEngine.LayerMask>
// System.Func<object,UnityEngine.Matrix4x4>
// System.Func<object,UnityEngine.Plane>
// System.Func<object,UnityEngine.Quaternion>
// System.Func<object,UnityEngine.Ray>
// System.Func<object,UnityEngine.Rect>
// System.Func<object,UnityEngine.Vector2>
// System.Func<object,UnityEngine.Vector2Int>
// System.Func<object,UnityEngine.Vector3>
// System.Func<object,UnityEngine.Vector3Int>
// System.Func<object,UnityEngine.Vector4>
// System.Func<object,byte>
// System.Func<object,double>
// System.Func<object,float>
// System.Func<object,int>
// System.Func<object,long>
// System.Func<object,object>
// System.Func<object,sbyte>
// System.Func<object,short>
// System.Func<object,uint>
// System.Func<object,ulong>
// System.Func<object,ushort>
// System.Predicate<object>
// UnityEngine.Events.InvokableCall<object>
// UnityEngine.Events.UnityAction<object>
// UnityEngine.Events.UnityEvent<object>
// UnityEngine.InputSystem.InputBindingComposite<UnityEngine.Vector2>
// UnityEngine.InputSystem.InputBindingComposite<float>
// UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>
// UnityEngine.InputSystem.InputControl<float>
// UnityEngine.InputSystem.InputProcessor<UnityEngine.Vector2>
// UnityEngine.InputSystem.InputProcessor<float>
// UnityEngine.InputSystem.Utilities.InlinedArray<object>
// }}
public void RefMethods()
{
// object Cinemachine.CinemachineVirtualCamera.GetCinemachineComponent<object>()
// System.Void Mirror.NetworkBehaviour.GeneratedSyncVarDeserialize<object>(object&,System.Action<object,object>,object)
// System.Void Mirror.NetworkBehaviour.GeneratedSyncVarSetter<object>(object,object&,ulong,System.Action<object,object>)
// System.Void Mirror.NetworkBehaviour.SetSyncVar<object>(object,object&,ulong)
// bool Mirror.NetworkBehaviour.SyncVarEqual<object>(object,object&)
// System.Collections.Generic.List<object> System.Linq.Enumerable.ToList<object>(System.Collections.Generic.IEnumerable<object>)
// System.Void* Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf<UnityEngine.Vector2>(UnityEngine.Vector2&)
// System.Void* Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf<float>(float&)
// int Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf<UnityEngine.Vector2>()
// int Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf<float>()
// object UnityEngine.Component.GetComponent<object>()
// object UnityEngine.GameObject.GetComponent<object>()
// object UnityEngine.GameObject.GetComponentInParent<object>()
// object UnityEngine.GameObject.GetComponentInParent<object>(bool)
// UnityEngine.Vector2 UnityEngine.InputSystem.InputAction.CallbackContext.ReadValue<UnityEngine.Vector2>()
// float UnityEngine.InputSystem.InputAction.CallbackContext.ReadValue<float>()
// UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ApplyProcessors<UnityEngine.Vector2>(int,UnityEngine.Vector2,UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>)
// float UnityEngine.InputSystem.InputActionState.ApplyProcessors<float>(int,float,UnityEngine.InputSystem.InputControl<float>)
// UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ReadValue<UnityEngine.Vector2>(int,int,bool)
// float UnityEngine.InputSystem.InputActionState.ReadValue<float>(int,int,bool)
// object UnityEngine.JsonUtility.FromJson<object>(string)
// object UnityEngine.Object.FindAnyObjectByType<object>()
// object UnityEngine.Object.Instantiate<object>(object)
// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform)
// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform,bool)
// bool UnityEngine.Rendering.VolumeProfile.TryGet<object>(System.Type,object&)
// bool UnityEngine.Rendering.VolumeProfile.TryGet<object>(object&)
// YooAsset.AssetHandle YooAsset.ResourcePackage.LoadAssetAsync<object>(string,uint)
// YooAsset.AssetHandle YooAsset.YooAssets.LoadAssetAsync<object>(string,uint)
}
}