95 lines
5.6 KiB
C#
95 lines
5.6 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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"System.Core.dll",
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"System.dll",
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"Unity.InputSystem.dll",
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"Unity.ResourceManager.dll",
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"UnityEngine.CoreModule.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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// DelegateList<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>>
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// DelegateList<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>
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// DelegateList<float>
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// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle,object>
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// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>>
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// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>
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// System.Action<float>
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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.HashSet.Enumerator<object>
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// System.Collections.Generic.HashSet<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.LinkedList.Enumerator<object>
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// System.Collections.Generic.LinkedList<object>
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// System.Collections.Generic.LinkedListNode<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<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Func<object,UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Func<object,object>
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// System.Func<object>
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// System.Predicate<object>
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// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<object>
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// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<object>
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// System.Runtime.CompilerServices.TaskAwaiter<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Runtime.CompilerServices.TaskAwaiter<object>
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// System.Threading.Tasks.Task<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Threading.Tasks.Task<object>
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// System.Threading.Tasks.TaskCompletionSource<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// System.Threading.Tasks.TaskCompletionSource<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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// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass60_0<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass61_0<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle.<>c<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
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// UnityEngine.ResourceManagement.Util.GlobalLinkedListNodeCache<object>
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// UnityEngine.ResourceManagement.Util.LinkedListNodeCache<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* 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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// 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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}
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} |