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