2025-07-03 12:59:14 +04:00

393 lines
16 KiB
C++

extern "C" void RegisterStaticallyLinkedModulesGranular()
{
void RegisterModule_SharedInternals();
RegisterModule_SharedInternals();
void RegisterModule_Core();
RegisterModule_Core();
void RegisterModule_Animation();
RegisterModule_Animation();
void RegisterModule_Audio();
RegisterModule_Audio();
void RegisterModule_GameCenter();
RegisterModule_GameCenter();
void RegisterModule_GraphicsStateCollectionSerializer();
RegisterModule_GraphicsStateCollectionSerializer();
void RegisterModule_Grid();
RegisterModule_Grid();
void RegisterModule_HierarchyCore();
RegisterModule_HierarchyCore();
void RegisterModule_IMGUI();
RegisterModule_IMGUI();
void RegisterModule_ImageConversion();
RegisterModule_ImageConversion();
void RegisterModule_Input();
RegisterModule_Input();
void RegisterModule_InputLegacy();
RegisterModule_InputLegacy();
void RegisterModule_InputForUI();
RegisterModule_InputForUI();
void RegisterModule_JSONSerialize();
RegisterModule_JSONSerialize();
void RegisterModule_Physics();
RegisterModule_Physics();
void RegisterModule_Physics2D();
RegisterModule_Physics2D();
void RegisterModule_Properties();
RegisterModule_Properties();
void RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
void RegisterModule_SpriteShape();
RegisterModule_SpriteShape();
void RegisterModule_SpriteMask();
RegisterModule_SpriteMask();
void RegisterModule_Subsystems();
RegisterModule_Subsystems();
void RegisterModule_Terrain();
RegisterModule_Terrain();
void RegisterModule_TextRendering();
RegisterModule_TextRendering();
void RegisterModule_TextCoreFontEngine();
RegisterModule_TextCoreFontEngine();
void RegisterModule_TextCoreTextEngine();
RegisterModule_TextCoreTextEngine();
void RegisterModule_Tilemap();
RegisterModule_Tilemap();
void RegisterModule_UI();
RegisterModule_UI();
void RegisterModule_UIElements();
RegisterModule_UIElements();
void RegisterModule_UnityAnalyticsCommon();
RegisterModule_UnityAnalyticsCommon();
void RegisterModule_VFX();
RegisterModule_VFX();
void RegisterModule_XR();
RegisterModule_XR();
void RegisterModule_VR();
RegisterModule_VR();
}
template <typename T> void RegisterUnityClass(const char*);
template <typename T> void RegisterStrippedType(int, const char*, const char*);
void InvokeRegisterStaticallyLinkedModuleClasses()
{
// Do nothing (we're in stripping mode)
}
class Animator; template <> void RegisterUnityClass<Animator>(const char*);
class AnimatorController; template <> void RegisterUnityClass<AnimatorController>(const char*);
class AnimatorOverrideController; template <> void RegisterUnityClass<AnimatorOverrideController>(const char*);
class RuntimeAnimatorController; template <> void RegisterUnityClass<RuntimeAnimatorController>(const char*);
class AudioBehaviour; template <> void RegisterUnityClass<AudioBehaviour>(const char*);
class AudioClip; template <> void RegisterUnityClass<AudioClip>(const char*);
class AudioListener; template <> void RegisterUnityClass<AudioListener>(const char*);
class AudioManager; template <> void RegisterUnityClass<AudioManager>(const char*);
class AudioResource; template <> void RegisterUnityClass<AudioResource>(const char*);
class SampleClip; template <> void RegisterUnityClass<SampleClip>(const char*);
class Behaviour; template <> void RegisterUnityClass<Behaviour>(const char*);
class BuildSettings; template <> void RegisterUnityClass<BuildSettings>(const char*);
class Camera; template <> void RegisterUnityClass<Camera>(const char*);
namespace Unity { class Component; } template <> void RegisterUnityClass<Unity::Component>(const char*);
class ComputeShader; template <> void RegisterUnityClass<ComputeShader>(const char*);
class Cubemap; template <> void RegisterUnityClass<Cubemap>(const char*);
class CubemapArray; template <> void RegisterUnityClass<CubemapArray>(const char*);
class DelayedCallManager; template <> void RegisterUnityClass<DelayedCallManager>(const char*);
class EditorExtension; template <> void RegisterUnityClass<EditorExtension>(const char*);
class GameManager; template <> void RegisterUnityClass<GameManager>(const char*);
class GameObject; template <> void RegisterUnityClass<GameObject>(const char*);
class GlobalGameManager; template <> void RegisterUnityClass<GlobalGameManager>(const char*);
class GraphicsSettings; template <> void RegisterUnityClass<GraphicsSettings>(const char*);
class InputManager; template <> void RegisterUnityClass<InputManager>(const char*);
class LODGroup; template <> void RegisterUnityClass<LODGroup>(const char*);
class LevelGameManager; template <> void RegisterUnityClass<LevelGameManager>(const char*);
class Light; template <> void RegisterUnityClass<Light>(const char*);
class LightProbeProxyVolume; template <> void RegisterUnityClass<LightProbeProxyVolume>(const char*);
class LightProbes; template <> void RegisterUnityClass<LightProbes>(const char*);
class LightingSettings; template <> void RegisterUnityClass<LightingSettings>(const char*);
class LightmapSettings; template <> void RegisterUnityClass<LightmapSettings>(const char*);
class LineRenderer; template <> void RegisterUnityClass<LineRenderer>(const char*);
class LowerResBlitTexture; template <> void RegisterUnityClass<LowerResBlitTexture>(const char*);
class Material; template <> void RegisterUnityClass<Material>(const char*);
class Mesh; template <> void RegisterUnityClass<Mesh>(const char*);
class MeshFilter; template <> void RegisterUnityClass<MeshFilter>(const char*);
class MeshRenderer; template <> void RegisterUnityClass<MeshRenderer>(const char*);
class MonoBehaviour; template <> void RegisterUnityClass<MonoBehaviour>(const char*);
class MonoManager; template <> void RegisterUnityClass<MonoManager>(const char*);
class MonoScript; template <> void RegisterUnityClass<MonoScript>(const char*);
class NamedObject; template <> void RegisterUnityClass<NamedObject>(const char*);
class Object; template <> void RegisterUnityClass<Object>(const char*);
class PlayerSettings; template <> void RegisterUnityClass<PlayerSettings>(const char*);
class PreloadData; template <> void RegisterUnityClass<PreloadData>(const char*);
class QualitySettings; template <> void RegisterUnityClass<QualitySettings>(const char*);
class RayTracingShader; template <> void RegisterUnityClass<RayTracingShader>(const char*);
namespace UI { class RectTransform; } template <> void RegisterUnityClass<UI::RectTransform>(const char*);
class ReflectionProbe; template <> void RegisterUnityClass<ReflectionProbe>(const char*);
class RenderSettings; template <> void RegisterUnityClass<RenderSettings>(const char*);
class RenderTexture; template <> void RegisterUnityClass<RenderTexture>(const char*);
class Renderer; template <> void RegisterUnityClass<Renderer>(const char*);
class ResourceManager; template <> void RegisterUnityClass<ResourceManager>(const char*);
class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass<RuntimeInitializeOnLoadManager>(const char*);
class Shader; template <> void RegisterUnityClass<Shader>(const char*);
class ShaderNameRegistry; template <> void RegisterUnityClass<ShaderNameRegistry>(const char*);
class Skybox; template <> void RegisterUnityClass<Skybox>(const char*);
class SortingGroup; template <> void RegisterUnityClass<SortingGroup>(const char*);
class Sprite; template <> void RegisterUnityClass<Sprite>(const char*);
class SpriteAtlas; template <> void RegisterUnityClass<SpriteAtlas>(const char*);
class SpriteRenderer; template <> void RegisterUnityClass<SpriteRenderer>(const char*);
class TagManager; template <> void RegisterUnityClass<TagManager>(const char*);
class TextAsset; template <> void RegisterUnityClass<TextAsset>(const char*);
class Texture; template <> void RegisterUnityClass<Texture>(const char*);
class Texture2D; template <> void RegisterUnityClass<Texture2D>(const char*);
class Texture2DArray; template <> void RegisterUnityClass<Texture2DArray>(const char*);
class Texture3D; template <> void RegisterUnityClass<Texture3D>(const char*);
class TimeManager; template <> void RegisterUnityClass<TimeManager>(const char*);
class TrailRenderer; template <> void RegisterUnityClass<TrailRenderer>(const char*);
class Transform; template <> void RegisterUnityClass<Transform>(const char*);
class GridLayout; template <> void RegisterUnityClass<GridLayout>(const char*);
class Collider; template <> void RegisterUnityClass<Collider>(const char*);
class PhysicsManager; template <> void RegisterUnityClass<PhysicsManager>(const char*);
class Collider2D; template <> void RegisterUnityClass<Collider2D>(const char*);
class EdgeCollider2D; template <> void RegisterUnityClass<EdgeCollider2D>(const char*);
class Physics2DSettings; template <> void RegisterUnityClass<Physics2DSettings>(const char*);
class PolygonCollider2D; template <> void RegisterUnityClass<PolygonCollider2D>(const char*);
class Rigidbody2D; template <> void RegisterUnityClass<Rigidbody2D>(const char*);
class SpriteShapeRenderer; template <> void RegisterUnityClass<SpriteShapeRenderer>(const char*);
class Terrain; template <> void RegisterUnityClass<Terrain>(const char*);
class TerrainData; template <> void RegisterUnityClass<TerrainData>(const char*);
namespace TextRendering { class Font; } template <> void RegisterUnityClass<TextRendering::Font>(const char*);
class Tilemap; template <> void RegisterUnityClass<Tilemap>(const char*);
class TilemapRenderer; template <> void RegisterUnityClass<TilemapRenderer>(const char*);
namespace UI { class Canvas; } template <> void RegisterUnityClass<UI::Canvas>(const char*);
namespace UI { class CanvasGroup; } template <> void RegisterUnityClass<UI::CanvasGroup>(const char*);
namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass<UI::CanvasRenderer>(const char*);
class UIRenderer; template <> void RegisterUnityClass<UIRenderer>(const char*);
class VFXManager; template <> void RegisterUnityClass<VFXManager>(const char*);
class VFXRenderer; template <> void RegisterUnityClass<VFXRenderer>(const char*);
class VisualEffect; template <> void RegisterUnityClass<VisualEffect>(const char*);
class VisualEffectAsset; template <> void RegisterUnityClass<VisualEffectAsset>(const char*);
class VisualEffectObject; template <> void RegisterUnityClass<VisualEffectObject>(const char*);
void RegisterAllClasses()
{
void RegisterBuiltinTypes();
RegisterBuiltinTypes();
//Total: 92 non stripped classes
//0. Animator
RegisterUnityClass<Animator>("Animation");
//1. AnimatorController
RegisterUnityClass<AnimatorController>("Animation");
//2. AnimatorOverrideController
RegisterUnityClass<AnimatorOverrideController>("Animation");
//3. RuntimeAnimatorController
RegisterUnityClass<RuntimeAnimatorController>("Animation");
//4. AudioBehaviour
RegisterUnityClass<AudioBehaviour>("Audio");
//5. AudioClip
RegisterUnityClass<AudioClip>("Audio");
//6. AudioListener
RegisterUnityClass<AudioListener>("Audio");
//7. AudioManager
RegisterUnityClass<AudioManager>("Audio");
//8. AudioResource
RegisterUnityClass<AudioResource>("Audio");
//9. SampleClip
RegisterUnityClass<SampleClip>("Audio");
//10. Behaviour
RegisterUnityClass<Behaviour>("Core");
//11. BuildSettings
RegisterUnityClass<BuildSettings>("Core");
//12. Camera
RegisterUnityClass<Camera>("Core");
//13. Component
RegisterUnityClass<Unity::Component>("Core");
//14. ComputeShader
RegisterUnityClass<ComputeShader>("Core");
//15. Cubemap
RegisterUnityClass<Cubemap>("Core");
//16. CubemapArray
RegisterUnityClass<CubemapArray>("Core");
//17. DelayedCallManager
RegisterUnityClass<DelayedCallManager>("Core");
//18. EditorExtension
RegisterUnityClass<EditorExtension>("Core");
//19. GameManager
RegisterUnityClass<GameManager>("Core");
//20. GameObject
RegisterUnityClass<GameObject>("Core");
//21. GlobalGameManager
RegisterUnityClass<GlobalGameManager>("Core");
//22. GraphicsSettings
RegisterUnityClass<GraphicsSettings>("Core");
//23. InputManager
RegisterUnityClass<InputManager>("Core");
//24. LODGroup
RegisterUnityClass<LODGroup>("Core");
//25. LevelGameManager
RegisterUnityClass<LevelGameManager>("Core");
//26. Light
RegisterUnityClass<Light>("Core");
//27. LightProbeProxyVolume
RegisterUnityClass<LightProbeProxyVolume>("Core");
//28. LightProbes
RegisterUnityClass<LightProbes>("Core");
//29. LightingSettings
RegisterUnityClass<LightingSettings>("Core");
//30. LightmapSettings
RegisterUnityClass<LightmapSettings>("Core");
//31. LineRenderer
RegisterUnityClass<LineRenderer>("Core");
//32. LowerResBlitTexture
RegisterUnityClass<LowerResBlitTexture>("Core");
//33. Material
RegisterUnityClass<Material>("Core");
//34. Mesh
RegisterUnityClass<Mesh>("Core");
//35. MeshFilter
RegisterUnityClass<MeshFilter>("Core");
//36. MeshRenderer
RegisterUnityClass<MeshRenderer>("Core");
//37. MonoBehaviour
RegisterUnityClass<MonoBehaviour>("Core");
//38. MonoManager
RegisterUnityClass<MonoManager>("Core");
//39. MonoScript
RegisterUnityClass<MonoScript>("Core");
//40. NamedObject
RegisterUnityClass<NamedObject>("Core");
//41. Object
//Skipping Object
//42. PlayerSettings
RegisterUnityClass<PlayerSettings>("Core");
//43. PreloadData
RegisterUnityClass<PreloadData>("Core");
//44. QualitySettings
RegisterUnityClass<QualitySettings>("Core");
//45. RayTracingShader
RegisterUnityClass<RayTracingShader>("Core");
//46. RectTransform
RegisterUnityClass<UI::RectTransform>("Core");
//47. ReflectionProbe
RegisterUnityClass<ReflectionProbe>("Core");
//48. RenderSettings
RegisterUnityClass<RenderSettings>("Core");
//49. RenderTexture
RegisterUnityClass<RenderTexture>("Core");
//50. Renderer
RegisterUnityClass<Renderer>("Core");
//51. ResourceManager
RegisterUnityClass<ResourceManager>("Core");
//52. RuntimeInitializeOnLoadManager
RegisterUnityClass<RuntimeInitializeOnLoadManager>("Core");
//53. Shader
RegisterUnityClass<Shader>("Core");
//54. ShaderNameRegistry
RegisterUnityClass<ShaderNameRegistry>("Core");
//55. Skybox
RegisterUnityClass<Skybox>("Core");
//56. SortingGroup
RegisterUnityClass<SortingGroup>("Core");
//57. Sprite
RegisterUnityClass<Sprite>("Core");
//58. SpriteAtlas
RegisterUnityClass<SpriteAtlas>("Core");
//59. SpriteRenderer
RegisterUnityClass<SpriteRenderer>("Core");
//60. TagManager
RegisterUnityClass<TagManager>("Core");
//61. TextAsset
RegisterUnityClass<TextAsset>("Core");
//62. Texture
RegisterUnityClass<Texture>("Core");
//63. Texture2D
RegisterUnityClass<Texture2D>("Core");
//64. Texture2DArray
RegisterUnityClass<Texture2DArray>("Core");
//65. Texture3D
RegisterUnityClass<Texture3D>("Core");
//66. TimeManager
RegisterUnityClass<TimeManager>("Core");
//67. TrailRenderer
RegisterUnityClass<TrailRenderer>("Core");
//68. Transform
RegisterUnityClass<Transform>("Core");
//69. GridLayout
RegisterUnityClass<GridLayout>("Grid");
//70. Collider
RegisterUnityClass<Collider>("Physics");
//71. PhysicsManager
RegisterUnityClass<PhysicsManager>("Physics");
//72. Collider2D
RegisterUnityClass<Collider2D>("Physics2D");
//73. EdgeCollider2D
RegisterUnityClass<EdgeCollider2D>("Physics2D");
//74. Physics2DSettings
RegisterUnityClass<Physics2DSettings>("Physics2D");
//75. PolygonCollider2D
RegisterUnityClass<PolygonCollider2D>("Physics2D");
//76. Rigidbody2D
RegisterUnityClass<Rigidbody2D>("Physics2D");
//77. SpriteShapeRenderer
RegisterUnityClass<SpriteShapeRenderer>("SpriteShape");
//78. Terrain
RegisterUnityClass<Terrain>("Terrain");
//79. TerrainData
RegisterUnityClass<TerrainData>("Terrain");
//80. Font
RegisterUnityClass<TextRendering::Font>("TextRendering");
//81. Tilemap
RegisterUnityClass<Tilemap>("Tilemap");
//82. TilemapRenderer
RegisterUnityClass<TilemapRenderer>("Tilemap");
//83. Canvas
RegisterUnityClass<UI::Canvas>("UI");
//84. CanvasGroup
RegisterUnityClass<UI::CanvasGroup>("UI");
//85. CanvasRenderer
RegisterUnityClass<UI::CanvasRenderer>("UI");
//86. UIRenderer
RegisterUnityClass<UIRenderer>("UIElements");
//87. VFXManager
RegisterUnityClass<VFXManager>("VFX");
//88. VFXRenderer
RegisterUnityClass<VFXRenderer>("VFX");
//89. VisualEffect
RegisterUnityClass<VisualEffect>("VFX");
//90. VisualEffectAsset
RegisterUnityClass<VisualEffectAsset>("VFX");
//91. VisualEffectObject
RegisterUnityClass<VisualEffectObject>("VFX");
}