Files
HybridCLR_Addressable/Assets/HybridCLRGenerate/AOTGenericReferences.cs
2025-10-31 15:31:34 +08:00

95 lines
5.6 KiB
C#

using System.Collections.Generic;
public class AOTGenericReferences : UnityEngine.MonoBehaviour
{
// {{ AOT assemblies
public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
{
"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<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>>
// DelegateList<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>
// DelegateList<float>
// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle,object>
// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>>
// System.Action<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>
// System.Action<float>
// System.Action<object>
// System.Collections.Generic.ArraySortHelper<object>
// System.Collections.Generic.Comparer<object>
// System.Collections.Generic.EqualityComparer<object>
// System.Collections.Generic.HashSet.Enumerator<object>
// System.Collections.Generic.HashSet<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.LinkedList.Enumerator<object>
// System.Collections.Generic.LinkedList<object>
// System.Collections.Generic.LinkedListNode<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<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Func<object,UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Func<object,object>
// System.Func<object>
// System.Predicate<object>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<object>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<object>
// System.Runtime.CompilerServices.TaskAwaiter<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Runtime.CompilerServices.TaskAwaiter<object>
// System.Threading.Tasks.Task<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Threading.Tasks.Task<object>
// System.Threading.Tasks.TaskCompletionSource<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// System.Threading.Tasks.TaskCompletionSource<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>
// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass60_0<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase.<>c__DisplayClass61_0<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle.<>c<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>
// UnityEngine.ResourceManagement.Util.GlobalLinkedListNodeCache<object>
// UnityEngine.ResourceManagement.Util.LinkedListNodeCache<object>
// }}
public void RefMethods()
{
// object Cinemachine.CinemachineVirtualCamera.GetCinemachineComponent<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>()
// 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)
}
}