diff options
author | chai <chaifix@163.com> | 2019-08-14 22:50:43 +0800 |
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committer | chai <chaifix@163.com> | 2019-08-14 22:50:43 +0800 |
commit | 15740faf9fe9fe4be08965098bbf2947e096aeeb (patch) | |
tree | a730ec236656cc8cab5b13f088adfaed6bb218fb /Runtime/Export/UnityEngineMonoBehaviour.txt |
Diffstat (limited to 'Runtime/Export/UnityEngineMonoBehaviour.txt')
-rw-r--r-- | Runtime/Export/UnityEngineMonoBehaviour.txt | 350 |
1 files changed, 350 insertions, 0 deletions
diff --git a/Runtime/Export/UnityEngineMonoBehaviour.txt b/Runtime/Export/UnityEngineMonoBehaviour.txt new file mode 100644 index 0000000..69028db --- /dev/null +++ b/Runtime/Export/UnityEngineMonoBehaviour.txt @@ -0,0 +1,350 @@ +C++RAW + + +#include "UnityPrefix.h" +#include "Configuration/UnityConfigure.h" +#include "Runtime/Scripting/ScriptingUtility.h" +#include "Runtime/Mono/MonoBehaviour.h" +#include "Runtime/Scripting/DelayedCallUtility.h" + +using namespace Unity; +using namespace std; + +CSRAW +using System; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; +using System.Collections; +using UnityEngineInternal; + +namespace UnityEngine +{ + +// MonoBehaviour is the base class every script derives from. +CSRAW +NONSEALED_CLASS MonoBehaviour : Behaviour + + //*undocumented* + THREAD_SAFE + CONDITIONAL !UNITY_FLASH && !UNITY_WEBGL && !UNITY_WINRT + CUSTOM public MonoBehaviour () + { + #if UNITY_EDITOR + if (self.GetInstanceID() == 0) + { + ScriptWarning ("You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed. MonoBehaviours can only be added using AddComponent(). Alternatively, your script can inherit from ScriptableObject or no base class at all", NULL); + } + #endif + } + + // Update is called every frame, if the MonoBehaviour is enabled. + CSNONE void Update (); + + + // LateUpdate is called every frame, if the [[Behaviour]] is enabled. + CSNONE void LateUpdate (); + + + // This function is called every fixed framerate frame, if the MonoBehaviour is enabled. + CSNONE void FixedUpdate (); + + + // Awake is called when the script instance is being loaded. + CSNONE void Awake (); + + + // Start is called just before any of the Update methods is called the first time. + CSNONE void Start (); + + + // Reset to default values. + CSNONE void Reset (); + + + // OnMouseEnter is called when the mouse entered the [[GUIElement]] or [[Collider]]. + CSNONE void OnMouseEnter (); + + + // OnMouseOver is called every frame while the mouse is over the [[GUIElement]] or [[Collider]]. + CSNONE void OnMouseOver (); + + + // OnMouseExit is called when the mouse is not any longer over the [[GUIElement]] or [[Collider]]. + CSNONE void OnMouseExit (); + + + // OnMouseDown is called when the user has pressed the mouse button while over the [[GUIElement]] or [[Collider]]. + CSNONE void OnMouseDown (); + + // OnMouseUp is called when the user has released the mouse button. + CSNONE void OnMouseUp (); + + + // OnMouseUpAsButton is only called when the mouse is released over the same [[GUIElement]] or [[Collider]] as it was pressed. + CSNONE void OnMouseUpAsButton (); + + + // OnMouseDrag is called when the user has clicked on a [[GUIElement]] or [[Collider]] and is still holding down the mouse. + CSNONE void OnMouseDrag (); + + // OnTriggerEnter is called when the [[Collider]] /other/ enters the [[class-BoxCollider|trigger]]. + CSNONE void OnTriggerEnter (Collider other); + + // OnTriggerExit is called when the [[Collider]] /other/ has stopped touching the [[class-BoxCollider|trigger]]. + CSNONE void OnTriggerExit (Collider other); + + // OnTriggerStay is called once per frame for every [[Collider]] /other/ that is touching the [[class-BoxCollider|trigger]]. + CSNONE void OnTriggerStay (Collider other); + + // OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. + CSNONE void OnCollisionEnter (Collision collisionInfo); + + // OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. + CSNONE void OnCollisionExit (Collision collisionInfo); + + // OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. + CSNONE void OnCollisionStay (Collision collisionInfo); + + // OnControllerColliderHit is called when the controller hits a collider while performing a Move. + CSNONE void OnControllerColliderHit (ControllerColliderHit hit); + + // Called when a joint attached to the same game object broke. + CSNONE void OnJointBreak (float breakForce); + +#if ENABLE_2D_PHYSICS + // OnCollisionEnter2D is called when this [[Collider2D]] has begun touching another [[Collider2D]]. + CSNONE void OnCollisionEnter2D (Collision2D info); + + // OnCollisionStay2D is called once per frame for this [[Collider2D]] if it is continuing to touch another [[Collider2D]]. + CSNONE void OnCollisionStay2D (Collision2D info); + + // OnCollisionExit2D is called when this [[Collider2D]] has stopped touching another [[Collider2D]]. + CSNONE void OnCollisionExit2D (Collision2D info); + + // OnTriggerEnter2D is called when a [[Collider2D]] has begun touching another [[Collider2D]] configured as a trigger. + CSNONE void OnTriggerEnter2D (Collider2D other); + + // OnTriggerStay2D is called once per frame for a [[Collider2D]] if it is continuing to touch another [[Collider2D]] configured as a trigger. + CSNONE void OnTriggerStay2D (Collider2D other); + + // OnTriggerExit2D is called when a [[Collider2D]] has stopped touching another [[Collider2D]] configured as a trigger. + CSNONE void OnTriggerExit2D (Collider2D other); +#endif + + // OnParticleCollision is called when a particle hits a collider (legacy particle system only). + CSNONE void OnParticleCollision (GameObject other); + + // OnBecameVisible is called when the renderer became visible by any camera. + CSNONE void OnBecameVisible(); + + // OnBecameInvisible is called when the renderer is no longer visible by any camera. + CSNONE void OnBecameInvisible(); + + // This function is called after a new level was loaded. + CSNONE void OnLevelWasLoaded (int level); + + // This function is called when the object becomes enabled and active. + CSNONE void OnEnable (); + + + // This function is called when the behaviour becomes disabled () or inactive. + CSNONE void OnDisable(); + + + // This function is called when the script is loaded or a value is changed in the inspector, use it to validate your data. + CSNONE void OnValidate (); + + + // This function is called when the MonoBehaviour will be destroyed. + CSNONE void OnDestroy(); + + + // OnPreCull is called before a camera culls the scene. + CSNONE void OnPreCull (); + + // OnPreRender is called before a camera starts rendering the scene. + CSNONE void OnPreRender (); + + // OnPostRender is called after a camera finished rendering the scene. + CSNONE void OnPostRender (); + + + // OnRenderObject is called after camera has rendered the scene. + CSNONE void OnRenderObject (); + + + // OnWillRenderObject is called once for each camera if the object is visible. + CSNONE void OnWillRenderObject (); + + // OnGUI is called for rendering and handling GUI events. + CSNONE void OnGUI (); + + // OnRenderImage is called after all rendering is complete to render image + CSNONE void OnRenderImage (RenderTexture source, RenderTexture destination); + + + // Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. + CSNONE void OnDrawGizmosSelected (); + + // Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. + CSNONE void OnDrawGizmos (); + + // Sent to all game objects when the player pauses. + CSNONE void OnApplicationPause(bool pause); + + // Sent to all game objects when the player gets or loses focus. + CSNONE void OnApplicationFocus(bool focus); + + // Sent to all game objects before the application is quit. + CSNONE void OnApplicationQuit (); + + // Called on the server whenever a new player has successfully connected. + CSNONE void OnPlayerConnected (NetworkPlayer player); + + // Called on the server whenever a Network.InitializeServer was invoked and has completed. + CSNONE void OnServerInitialized (); + + // Called on the client when you have successfully connected to a server + CSNONE void OnConnectedToServer (); + + // Called on the server whenever a player disconnected from the server. + CSNONE void OnPlayerDisconnected (NetworkPlayer player); + + // Called on the client when the connection was lost or you disconnected from the server. + CSNONE void OnDisconnectedFromServer (NetworkDisconnection mode); + + // Called on the client when a connection attempt fails for some reason. + CSNONE void OnFailedToConnect (NetworkConnectionError error); + + // Called on clients or servers when there is a problem connecting to the MasterServer. + CSNONE void OnFailedToConnectToMasterServer (NetworkConnectionError error); + + // Called on clients or servers when reporting events from the MasterServer. + CSNONE void OnMasterServerEvent (MasterServerEvent msEvent); + + // Called on objects which have been network instantiated with Network.Instantiate + CSNONE void OnNetworkInstantiate (NetworkMessageInfo info); + + // Used to customize synchronization of variables in a script watched by a network view. + CSNONE void OnSerializeNetworkView (BitStream stream, NetworkMessageInfo info); + + // If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. + CSNONE void OnAudioFilterRead (); + + + + // Callback for processing animation movements for modifying root motion. + CSNONE void OnAnimatorMove (); + + // Callback for setting up animation IK (inverse kinematics) + CSNONE void OnAnimatorIK (int layerIndex); + + CUSTOM private void Internal_CancelInvokeAll () + { + CancelInvoke (*self); + } + + CUSTOM private bool Internal_IsInvokingAll () + { + return IsInvoking (*self); + } + + // Invokes the method /methodName/ in time seconds. + CUSTOM void Invoke (string methodName, float time) + { + InvokeDelayed (*self, methodName, time, 0.0F); + } + + // Invokes the method /methodName/ in /time/ seconds. + CUSTOM void InvokeRepeating (string methodName, float time, float repeatRate) + { + InvokeDelayed (*self, methodName, time, repeatRate); + } + + + // Cancels all Invoke calls on this MonoBehaviour. + CSRAW public void CancelInvoke () + { + Internal_CancelInvokeAll (); + } + + // Cancels all Invoke calls with name /methodName/ on this behaviour. + CUSTOM void CancelInvoke (string methodName) { CancelInvoke (*self, methodName); } + + + // Is any invoke on /methodName/ pending? + CUSTOM bool IsInvoking (string methodName) { return IsInvoking (*self, methodName); } + + // Is any invoke pending on this MonoBehaviour? + CSRAW public bool IsInvoking () + { + return Internal_IsInvokingAll (); + } + + // Starts a coroutine. + CSRAW public Coroutine StartCoroutine (IEnumerator routine) + { + return StartCoroutine_Auto(routine); + } + //*undocumented* + + CUSTOM Coroutine StartCoroutine_Auto (IEnumerator routine) + { + Scripting::RaiseIfNull(routine); + if (!self->IsInstanceIDCreated () || !self->IsDerivedFrom (ClassID (MonoBehaviour))) + Scripting::RaiseArgumentException ("Coroutines can only be started from a MonoBehaviour"); + return self->StartCoroutineManaged2(routine); + } + + + // Starts a coroutine named /methodName/. + CUSTOM Coroutine StartCoroutine (string methodName, object value = null) + { + Scripting::RaiseIfNull((void*)(!methodName.IsNull())); + if (!self->IsInstanceIDCreated () || !self->IsDerivedFrom (ClassID (MonoBehaviour))) + Scripting::RaiseArgumentException ("Coroutines can only be started from a MonoBehaviour"); + char* cString = ScriptingStringToAllocatedChars (methodName); + ScriptingObjectPtr coroutine = self->StartCoroutineManaged (cString, value); + ScriptingStringToAllocatedChars_Free (cString); + return coroutine; + } + + // Stops all coroutines named /methodName/ running on this behaviour. + CUSTOM void StopCoroutine (string methodName) { self->StopCoroutine(methodName.AsUTF8().c_str()); } + + + // Stops all coroutines running on this behaviour. + CUSTOM void StopAllCoroutines () { self->StopAllCoroutines(); } + + // Logs message to the Unity Console. This function is identical to [[Debug.Log]]. + CSRAW public static void print (object message) + { + Debug.Log (message); + } + + // Disabling this lets you skip the GUI layout phase. + CONDITIONAL !UNITY_WEBGL + AUTO_PROP bool useGUILayout GetUseGUILayout SetUseGUILayout + + CSRAW #if UNITY_WINRT + CSRAW private static FastCallExceptionHandler _fastCallExceptionHandler; + + CSRAW internal static void SetupFastCallExceptionHandler(FastCallExceptionHandler handler) + { + _fastCallExceptionHandler = handler; + } + + CSRAW protected static void HandleFastCallException(Exception ex) + { + if (_fastCallExceptionHandler != null) + _fastCallExceptionHandler(ex); + else throw ex; + } + CSRAW #endif + +END + + + +CSRAW } + |