diff options
| author | chai <chaifix@163.com> | 2019-08-14 22:50:43 +0800 | 
|---|---|---|
| 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 } +  | 
