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2025-11-13 17:40:28 +08:00
parent 962ab49609
commit 10156da245
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using System.Collections.Generic;
public class AOTGenericReferences : UnityEngine.MonoBehaviour
{
// {{ AOT assemblies
public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
{
"GameFramework.Runtime.dll",
"R3.Unity.dll",
"R3.dll",
"System.dll",
"UniTask.dll",
"Unity.InputSystem.dll",
"UnityEngine.CoreModule.dll",
"YooAsset.dll",
"mscorlib.dll",
};
// }}
// {{ constraint implement type
// }}
// {{ AOT generic types
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>,object>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>,object>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>,object>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>,object>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>
// Cysharp.Threading.Tasks.CompilerServices.IStateMachineRunnerPromise<object>
// Cysharp.Threading.Tasks.ITaskPoolNode<object>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,object>>
// Cysharp.Threading.Tasks.IUniTaskSource<object>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,object>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<object>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,object>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<object>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,object>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<object>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,object>>
// Cysharp.Threading.Tasks.UniTask<object>
// Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<Cysharp.Threading.Tasks.AsyncUnit>
// Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<object>
// R3.AnonymousObserver<float,object>
// R3.AnonymousObserver<float>
// R3.AnonymousObserver<object>
// R3.Observable<float>
// R3.Observable<object>
// R3.Observer<float>
// R3.Observer<object>
// R3.ReactiveProperty.ObserverNode<float>
// R3.ReactiveProperty<float>
// R3.ReadOnlyReactiveProperty<float>
// R3.SerializableReactiveProperty<float>
// System.Action<R3.Result,object>
// System.Action<R3.Result>
// System.Action<float,object>
// System.Action<float>
// System.Action<object,object>
// System.Action<object>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,object>>
// System.Collections.Generic.Comparer<byte>
// System.Collections.Generic.Comparer<object>
// System.Collections.Generic.Dictionary.Enumerator<object,object>
// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<object,object>
// System.Collections.Generic.Dictionary.KeyCollection<object,object>
// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<object,object>
// System.Collections.Generic.Dictionary.ValueCollection<object,object>
// System.Collections.Generic.Dictionary<object,object>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,object>>
// System.Collections.Generic.EqualityComparer<byte>
// System.Collections.Generic.EqualityComparer<float>
// System.Collections.Generic.EqualityComparer<object>
// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.ICollection<object>
// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.IEnumerable<object>
// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.IEnumerator<object>
// System.Collections.Generic.IEqualityComparer<float>
// System.Collections.Generic.IEqualityComparer<object>
// System.Collections.Generic.KeyValuePair<object,object>
// System.Collections.Generic.LinkedList.Enumerator<object>
// System.Collections.Generic.LinkedList<object>
// System.Collections.Generic.LinkedListNode<object>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,object>>
// System.Collections.Generic.ObjectComparer<byte>
// System.Collections.Generic.ObjectComparer<object>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,object>>
// System.Collections.Generic.ObjectEqualityComparer<byte>
// System.Collections.Generic.ObjectEqualityComparer<float>
// System.Collections.Generic.ObjectEqualityComparer<object>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Func<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Func<System.ValueTuple<byte,object>>
// System.Func<int>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Func<object,System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Func<object,System.ValueTuple<byte,object>>
// System.Func<object,object>
// System.Func<object>
// System.IProgress<float>
// System.Nullable<R3.Result>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<object>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<object>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable.ConfiguredValueTaskAwaiter<object>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable<object>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.TaskAwaiter<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.TaskAwaiter<object>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<System.ValueTuple<byte,object>>
// System.Runtime.CompilerServices.ValueTaskAwaiter<object>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.ValueTuple<byte,object>>
// System.Threading.Tasks.ContinuationTaskFromResultTask<object>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Threading.Tasks.Sources.IValueTaskSource<System.ValueTuple<byte,object>>
// System.Threading.Tasks.Sources.IValueTaskSource<object>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Threading.Tasks.Task<System.ValueTuple<byte,object>>
// System.Threading.Tasks.Task<object>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.Threading.Tasks.ValueTask<System.ValueTuple<byte,object>>
// System.Threading.Tasks.ValueTask<object>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,object>>>
// System.ValueTuple<byte,System.ValueTuple<byte,object>>
// System.ValueTuple<byte,object>
// Tuan.GameFramework.SingletonMono<object>
// UnityEngine.InputSystem.InputBindingComposite<UnityEngine.Vector2>
// UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>
// UnityEngine.InputSystem.InputProcessor<UnityEngine.Vector2>
// UnityEngine.InputSystem.Utilities.InlinedArray<object>
// }}
public void RefMethods()
{
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1>(Tuan.GameScripts.Main.GameStart.<FrameSplittingTest>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2>(Tuan.GameScripts.Main.GameStart.<LoadSceneTest>d__2&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1>(Tuan.GameScripts.Main.SceneLoader.<LoadSceneAsync>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14>(Tuan.GameScripts.Main.ThirdCharacterController.<LoadInputActonAsset>d__14&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.Start<Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>>(Tuan.GameScripts.Main.AssetLoader.<LoadAsync>d__1<object>&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder<object>.Start<Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>>(Tuan.GameScripts.Main.UIManager.<ShowUIAsync>d__3<object>&)
// object R3.Disposable.AddTo<object>(object,System.Collections.Generic.ICollection<System.IDisposable>)
// object R3.MonoBehaviourExtensions.AddTo<object>(object,UnityEngine.Component)
// object R3.MonoBehaviourExtensions.AddTo<object>(object,UnityEngine.GameObject)
// System.IDisposable R3.ObservableSubscribeExtensions.Subscribe<float,object>(R3.Observable<float>,object,System.Action<float,object>)
// System.IDisposable R3.ObservableSubscribeExtensions.Subscribe<float>(R3.Observable<float>,System.Action<float>)
// System.IDisposable R3.ObservableSubscribeExtensions.Subscribe<object>(R3.Observable<object>,System.Action<object>)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,Tuan.GameScripts.Main.ThirdCharacterController.<Awake>d__13>(Cysharp.Threading.Tasks.UniTask.Awaiter&,Tuan.GameScripts.Main.ThirdCharacterController.<Awake>d__13&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<object>,Tuan.GameScripts.Main.GameStart.<Start>d__0>(Cysharp.Threading.Tasks.UniTask.Awaiter<object>&,Tuan.GameScripts.Main.GameStart.<Start>d__0&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<Tuan.GameScripts.Main.GameStart.<Start>d__0>(Tuan.GameScripts.Main.GameStart.<Start>d__0&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<Tuan.GameScripts.Main.ThirdCharacterController.<Awake>d__13>(Tuan.GameScripts.Main.ThirdCharacterController.<Awake>d__13&)
// System.Void* Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf<UnityEngine.Vector2>(UnityEngine.Vector2&)
// int Unity.Collections.LowLevel.Unsafe.UnsafeUtility.SizeOf<UnityEngine.Vector2>()
// object UnityEngine.Component.GetComponent<object>()
// object UnityEngine.GameObject.AddComponent<object>()
// object UnityEngine.GameObject.GetComponent<object>()
// UnityEngine.Vector2 UnityEngine.InputSystem.InputAction.CallbackContext.ReadValue<UnityEngine.Vector2>()
// UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ApplyProcessors<UnityEngine.Vector2>(int,UnityEngine.Vector2,UnityEngine.InputSystem.InputControl<UnityEngine.Vector2>)
// UnityEngine.Vector2 UnityEngine.InputSystem.InputActionState.ReadValue<UnityEngine.Vector2>(int,int,bool)
// object UnityEngine.Object.Instantiate<object>(object)
// YooAsset.AssetHandle YooAsset.ResourcePackage.LoadAssetAsync<object>(string,uint)
// YooAsset.AssetHandle YooAsset.ResourcePackage.LoadAssetSync<object>(string)
// YooAsset.AssetHandle YooAsset.YooAssets.LoadAssetAsync<object>(string,uint)
// YooAsset.AssetHandle YooAsset.YooAssets.LoadAssetSync<object>(string)
}
}

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View File

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<?xml version="1.0" encoding="utf-8"?>
<linker>
<assembly fullname="GameFramework.Runtime">
<type fullname="Tuan.GameFramework.MainUICanvas" preserve="all" />
<type fullname="Tuan.GameFramework.PatchEvent" preserve="all" />
<type fullname="Tuan.GameFramework.SingletonMono`1" preserve="all" />
<type fullname="Tuan.GameFramework.Singleton`1" preserve="all" />
</assembly>
<assembly fullname="R3">
<type fullname="R3.CompositeDisposable" preserve="all" />
<type fullname="R3.Disposable" preserve="all" />
<type fullname="R3.ObservableSubscribeExtensions" preserve="all" />
<type fullname="R3.Observable`1" preserve="all" />
<type fullname="R3.ReactiveProperty`1" preserve="all" />
</assembly>
<assembly fullname="R3.Unity">
<type fullname="R3.MonoBehaviourExtensions" preserve="all" />
<type fullname="R3.SerializableReactiveProperty`1" preserve="all" />
<type fullname="R3.UnityUIComponentExtensions" preserve="all" />
</assembly>
<assembly fullname="System">
<type fullname="System.CodeDom.Compiler.GeneratedCodeAttribute" preserve="all" />
<type fullname="System.Collections.Generic.LinkedListNode`1" preserve="all" />
<type fullname="System.Collections.Generic.LinkedList`1" preserve="all" />
<type fullname="System.ComponentModel.EditorBrowsableAttribute" preserve="all" />
<type fullname="System.ComponentModel.EditorBrowsableState" preserve="all" />
</assembly>
<assembly fullname="UniTask">
<type fullname="Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.PlayerLoopTiming" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask/Awaiter" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask`1" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask`1/Awaiter" preserve="all" />
</assembly>
<assembly fullname="UniTask.YooAsset">
<type fullname="Cysharp.Threading.Tasks.HandleBaseExtensions" preserve="all" />
</assembly>
<assembly fullname="Unity.InputSystem">
<type fullname="UnityEngine.InputSystem.InputAction" preserve="all" />
<type fullname="UnityEngine.InputSystem.InputAction/CallbackContext" preserve="all" />
<type fullname="UnityEngine.InputSystem.InputActionAsset" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.AnimationModule">
<type fullname="UnityEngine.Animator" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.CoreModule">
<type fullname="UnityEngine.Camera" preserve="all" />
<type fullname="UnityEngine.Component" preserve="all" />
<type fullname="UnityEngine.GameObject" preserve="all" />
<type fullname="UnityEngine.MonoBehaviour" preserve="all" />
<type fullname="UnityEngine.Object" preserve="all" />
<type fullname="UnityEngine.RectTransform" preserve="all" />
<type fullname="UnityEngine.SceneManagement.LoadSceneMode" preserve="all" />
<type fullname="UnityEngine.SceneManagement.LocalPhysicsMode" preserve="all" />
<type fullname="UnityEngine.Transform" preserve="all" />
<type fullname="UnityEngine.Vector2" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.PhysicsModule">
<type fullname="UnityEngine.CharacterController" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.UI">
<type fullname="UnityEngine.UI.InputField" preserve="all" />
<type fullname="UnityEngine.UI.Scrollbar" preserve="all" />
<type fullname="UnityEngine.UI.Slider" preserve="all" />
<type fullname="UnityEngine.UI.Text" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.VideoModule">
<type fullname="UnityEngine.Video.VideoPlayer" preserve="all" />
</assembly>
<assembly fullname="YooAsset">
<type fullname="YooAsset.AssetHandle" preserve="all" />
<type fullname="YooAsset.HandleBase" preserve="all" />
<type fullname="YooAsset.SceneHandle" preserve="all" />
<type fullname="YooAsset.YooAssets" preserve="all" />
</assembly>
<assembly fullname="mscorlib">
<type fullname="System.Action" preserve="all" />
<type fullname="System.Action`1" preserve="all" />
<type fullname="System.Action`2" preserve="all" />
<type fullname="System.Array" preserve="all" />
<type fullname="System.Byte" preserve="all" />
<type fullname="System.Collections.Generic.Dictionary`2" preserve="all" />
<type fullname="System.Collections.Generic.ICollection`1" preserve="all" />
<type fullname="System.Diagnostics.DebuggableAttribute" preserve="all" />
<type fullname="System.Diagnostics.DebuggableAttribute/DebuggingModes" preserve="all" />
<type fullname="System.Diagnostics.DebuggerHiddenAttribute" preserve="all" />
<type fullname="System.Exception" preserve="all" />
<type fullname="System.IDisposable" preserve="all" />
<type fullname="System.IProgress`1" preserve="all" />
<type fullname="System.Int32" preserve="all" />
<type fullname="System.Object" preserve="all" />
<type fullname="System.Reflection.MemberInfo" preserve="all" />
<type fullname="System.Runtime.CompilerServices.AsyncStateMachineAttribute" preserve="all" />
<type fullname="System.Runtime.CompilerServices.AsyncVoidMethodBuilder" preserve="all" />
<type fullname="System.Runtime.CompilerServices.CompilationRelaxationsAttribute" preserve="all" />
<type fullname="System.Runtime.CompilerServices.CompilerGeneratedAttribute" preserve="all" />
<type fullname="System.Runtime.CompilerServices.ExtensionAttribute" preserve="all" />
<type fullname="System.Runtime.CompilerServices.IAsyncStateMachine" preserve="all" />
<type fullname="System.Runtime.CompilerServices.RuntimeCompatibilityAttribute" preserve="all" />
<type fullname="System.Runtime.CompilerServices.RuntimeHelpers" preserve="all" />
<type fullname="System.RuntimeFieldHandle" preserve="all" />
<type fullname="System.RuntimeTypeHandle" preserve="all" />
<type fullname="System.Single" preserve="all" />
<type fullname="System.String" preserve="all" />
<type fullname="System.Threading.CancellationToken" preserve="all" />
<type fullname="System.Type" preserve="all" />
<type fullname="System.ValueType" preserve="all" />
</assembly>
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