using System.Collections.Generic; public class AOTGenericReferences : UnityEngine.MonoBehaviour { // {{ AOT assemblies public static readonly IReadOnlyList PatchedAOTAssemblyList = new List { "Cinemachine.dll", "System.Core.dll", "System.dll", "Unity.InputSystem.dll", "Unity.ResourceManager.dll", "UnityEngine.CoreModule.dll", "mscorlib.dll", }; // }} // {{ constraint implement type // }} // {{ AOT generic types // DelegateList> // DelegateList // DelegateList // System.Action // System.Action> // System.Action // System.Action // System.Action // System.Collections.Generic.ArraySortHelper // System.Collections.Generic.Comparer // System.Collections.Generic.EqualityComparer // System.Collections.Generic.HashSet.Enumerator // System.Collections.Generic.HashSet // System.Collections.Generic.ICollection // System.Collections.Generic.IComparer // System.Collections.Generic.IEnumerable // System.Collections.Generic.IEnumerator // System.Collections.Generic.IEqualityComparer // System.Collections.Generic.IList // System.Collections.Generic.LinkedList.Enumerator // System.Collections.Generic.LinkedList // System.Collections.Generic.LinkedListNode // System.Collections.Generic.List.Enumerator // System.Collections.Generic.List // System.Collections.Generic.ObjectComparer // System.Collections.Generic.ObjectEqualityComparer // System.Collections.ObjectModel.ReadOnlyCollection // System.Comparison // System.Func // System.Func // System.Func // System.Func // System.Predicate // System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter // System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter // System.Runtime.CompilerServices.ConfiguredTaskAwaitable // System.Runtime.CompilerServices.ConfiguredTaskAwaitable // System.Runtime.CompilerServices.TaskAwaiter // System.Runtime.CompilerServices.TaskAwaiter // System.Threading.Tasks.Task // System.Threading.Tasks.Task // System.Threading.Tasks.TaskCompletionSource // System.Threading.Tasks.TaskCompletionSource // UnityEngine.InputSystem.InputBindingComposite // UnityEngine.InputSystem.InputBindingComposite // UnityEngine.InputSystem.InputControl // UnityEngine.InputSystem.InputControl // UnityEngine.InputSystem.InputProcessor // UnityEngine.InputSystem.InputProcessor // UnityEngine.InputSystem.Utilities.InlinedArray // UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass60_0 // UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass61_0 // UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase // UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle.<>c // UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle // UnityEngine.ResourceManagement.Util.GlobalLinkedListNodeCache // UnityEngine.ResourceManagement.Util.LinkedListNodeCache // }} public void RefMethods() { // object Cinemachine.CinemachineVirtualCamera.GetCinemachineComponent() // System.Void* Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(UnityEngine.Vector2&) // System.Void* Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(float&) // int Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf() // int Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf() // UnityEngine.Vector2 UnityEngine.InputSystem.InputAction.CallbackContext.ReadValue() // float UnityEngine.InputSystem.InputAction.CallbackContext.ReadValue() // UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ApplyProcessors(int,UnityEngine.Vector2,UnityEngine.InputSystem.InputControl) // float UnityEngine.InputSystem.InputActionState.ApplyProcessors(int,float,UnityEngine.InputSystem.InputControl) // UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ReadValue(int,int,bool) // float UnityEngine.InputSystem.InputActionState.ReadValue(int,int,bool) } }