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+C++RAW
+
+
+#include "UnityPrefix.h"
+#include "Runtime/Graphics/Transform.h"
+#include "Runtime/Mono/MonoBehaviour.h"
+#include "Runtime/BaseClasses/Tags.h"
+#if ENABLE_AUDIO
+#include "Runtime/Audio/AudioClip.h"
+#include "Runtime/Audio/AudioSource.h"
+#include "Runtime/Audio/AudioListener.h"
+#endif
+#include "Runtime/Animation/Animation.h"
+#include "Runtime/Math/Color.h"
+#include "Runtime/Utilities/PlayerPrefs.h"
+#include "Runtime/Camera/Camera.h"
+#include "Runtime/Utilities/Word.h"
+#include "Runtime/Camera/Light.h"
+#include "Runtime/Filters/Misc/TextMesh.h"
+#include "Runtime/Dynamics/ConstantForce.h"
+#include "Runtime/Filters/Renderer.h"
+#include "Runtime/Network/NetworkView.h"
+#include "Runtime/Camera/RenderLayers/GUIText.h"
+#include "Runtime/Camera/RenderLayers/GUITexture.h"
+#include "Runtime/Scripting/ScriptingUtility.h"
+#include "Runtime/Scripting/GetComponent.h"
+#include "Runtime/Misc/GameObjectUtility.h"
+#if ENABLE_PHYSICS
+#include "Runtime/Dynamics/RigidBody.h"
+#include "Runtime/Dynamics/Collider.h"
+#include "Runtime/Dynamics/HingeJoint.h"
+#endif
+#if ENABLE_2D_PHYSICS
+#include "Runtime/Physics2D/RigidBody2D.h"
+#include "Runtime/Physics2D/Collider2D.h"
+#endif
+#include "Runtime/Filters/Particles/ParticleEmitter.h"
+#include "Runtime/Graphics/ParticleSystem/ParticleSystem.h"
+#include "Runtime/Animation/AnimationClip.h"
+#include "Runtime/File/ApplicationSpecificPersistentDataPath.h"
+#if ENABLE_MONO
+#include "Runtime/Mono/Coroutine.h"
+#endif
+
+#if UNITY_WII
+ #include "PlatformDependent/Wii/WiiUtility.h"
+#endif
+
+#include "Runtime/Scripting/Scripting.h"
+
+using namespace Unity;
+
+CSRAW
+using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Collections;
+using UnityEngineInternal;
+
+namespace UnityEngine
+{
+
+// Base class for everything attached to GameObjects.
+NONSEALED_CLASS Component : Object
+
+ C++RAW
+ #define FAST_COMPONENT_QUERY_COMPONENT_HANDLE(x) DISALLOW_IN_CONSTRUCTOR GameObject* go = self->GetGameObjectPtr(); if (go) {Unity::Component* com = go->QueryComponent (x); Scripting::GetComponentObjectToScriptingObject (com, *go, ClassID (x)); return com->GetGCHandle(); } else { Scripting::RaiseMonoException ("The component is not attached to any game object!"); return 0; }
+
+ C++RAW
+ #define FAST_COMPONENT_QUERY_COMPONENT(x) DISALLOW_IN_CONSTRUCTOR GameObject* go = self->GetGameObjectPtr(); if (go) return Scripting::GetComponentObjectToScriptingObject (go->QueryComponent (x), *go, ClassID (x)); else { Scripting::RaiseMonoException ("The component is not attached to any game object!"); return SCRIPTING_NULL; }
+
+ // The [[Transform]] attached to this [[GameObject]] (null if there is none attached).
+ CSRAW
+ CSRAW public Transform transform
+ {
+ get
+ {
+ return InternalGetTransform();
+ }
+ }
+
+ CUSTOM internal Transform InternalGetTransform()
+ {
+ FAST_COMPONENT_QUERY_COMPONENT(Transform);
+ }
+
+ // The [[Rigidbody]] attached to this [[GameObject]] (null if there is none attached).
+ CONDITIONAL ENABLE_PHYSICS
+ CUSTOM_PROP Rigidbody rigidbody { FAST_COMPONENT_QUERY_COMPONENT(Rigidbody) }
+ CONDITIONAL ENABLE_2D_PHYSICS
+ CUSTOM_PROP Rigidbody2D rigidbody2D { FAST_COMPONENT_QUERY_COMPONENT(Rigidbody2D) }
+
+ // The [[Camera]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP Camera camera { FAST_COMPONENT_QUERY_COMPONENT(Camera) }
+ // The [[Light]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP Light light { FAST_COMPONENT_QUERY_COMPONENT(Light) }
+ // The [[Animation]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP Animation animation { FAST_COMPONENT_QUERY_COMPONENT(Animation) }
+ // The [[ConstantForce]] attached to this [[GameObject]] (null if there is none attached).
+ CONDITIONAL ENABLE_PHYSICS
+ CUSTOM_PROP ConstantForce constantForce { FAST_COMPONENT_QUERY_COMPONENT(ConstantForce) }
+ // The [[Renderer]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP Renderer renderer { FAST_COMPONENT_QUERY_COMPONENT(Renderer) }
+ // The [[AudioSource]] attached to this [[GameObject]] (null if there is none attached).
+ CONDITIONAL ENABLE_AUDIO
+ CUSTOM_PROP AudioSource audio { FAST_COMPONENT_QUERY_COMPONENT(AudioSource) }
+ // The [[GUIText]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP GUIText guiText { FAST_COMPONENT_QUERY_COMPONENT(GUIText) }
+
+ CONDITIONAL ENABLE_NETWORK
+ // The [[NetworkView]] attached to this [[GameObject]] (RO). (null if there is none attached)
+ CUSTOM_PROP NetworkView networkView
+ {
+ #if ENABLE_NETWORK
+ FAST_COMPONENT_QUERY_COMPONENT(NetworkView)
+ #else
+ return SCRIPTING_NULL;
+ #endif
+ }
+
+ FLUSHCONDITIONS
+
+ CSRAW
+#if ENABLE_NETWORK
+ OBSOLETE warning Please use guiTexture instead
+#endif
+ CUSTOM_PROP GUIElement guiElement { FAST_COMPONENT_QUERY_COMPONENT(GUIElement) }
+
+ // The [[GUITexture]] attached to this [[GameObject]] (RO). (null if there is none attached)
+ CUSTOM_PROP GUITexture guiTexture { FAST_COMPONENT_QUERY_COMPONENT(GUITexture) }
+
+ // The [[Collider]] attached to this [[GameObject]] (null if there is none attached).
+ CONDITIONAL ENABLE_PHYSICS
+ CUSTOM_PROP Collider collider { FAST_COMPONENT_QUERY_COMPONENT(Collider) }
+ CONDITIONAL ENABLE_2D_PHYSICS
+ CUSTOM_PROP Collider2D collider2D { FAST_COMPONENT_QUERY_COMPONENT(Collider2D) }
+
+ // The [[HingeJoint]] attached to this [[GameObject]] (null if there is none attached).
+ CONDITIONAL ENABLE_PHYSICS
+ CUSTOM_PROP HingeJoint hingeJoint { FAST_COMPONENT_QUERY_COMPONENT(HingeJoint) }
+ // The [[ParticleEmitter]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP ParticleEmitter particleEmitter { FAST_COMPONENT_QUERY_COMPONENT(ParticleEmitter) }
+ // The [[ParticleSystem]] attached to this [[GameObject]] (null if there is none attached).
+ CUSTOM_PROP ParticleSystem particleSystem { FAST_COMPONENT_QUERY_COMPONENT(ParticleSystem) }
+
+
+ // The game object this component is attached to. A component is always attached to a game object.
+
+ CSRAW public GameObject gameObject
+ {
+ get
+ {
+ return InternalGetGameObject();
+ }
+ }
+
+ CUSTOM internal GameObject InternalGetGameObject()
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ return Scripting::ScriptingWrapperFor(self->GetGameObjectPtr());
+ }
+ // Returns the component of Type /type/ if the game object has one attached, null if it doesn't.
+
+ CSRAW
+ [TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
+ CUSTOM Component GetComponent (Type type)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+
+ GameObject* go = self->GetGameObjectPtr();
+ if (go)
+ {
+ return ScriptingGetComponentOfType (*go, type);
+ }
+ else
+ {
+ Scripting::RaiseMonoException ("The component is not attached to any game object!");
+ return SCRIPTING_NULL;
+ }
+ }
+
+ C++RAW
+
+
+ #if UNITY_WINRT
+ GameObject& GetGameObjectThrow (void* com_)
+ {
+ ReadOnlyScriptingObjectOfType<Unity::Component> com(com_);
+ #else
+ GameObject& GetGameObjectThrow (ReadOnlyScriptingObjectOfType<Unity::Component> com)
+ {
+ #endif
+ GameObject* go = com->GetGameObjectPtr();
+ if (go)
+ return *go;
+ {
+ Scripting::RaiseMonoException ("The component is not attached to any game object!");
+ return *go;
+ }
+ }
+
+ CSRAW
+ #if ENABLE_GENERICS
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public T GetComponent<T>() where T : Component { return GetComponent(typeof(T)) as T; }
+ #endif
+
+ // Returns the component with name /type/ if the game object has one attached, null if it doesn't.
+
+ CSRAW public Component GetComponent (string type) { return gameObject.GetComponent(type); }
+
+
+
+
+ // Returns the component of Type /type/ in the [[GameObject]] or any of its children using depth first search.
+
+
+ CSRAW
+ [TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
+ CSRAW public Component GetComponentInChildren (Type t) { return gameObject.GetComponentInChildren (t); }
+
+ CSRAW
+ #if ENABLE_GENERICS
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public T GetComponentInChildren<T> () where T : Component { return (T) GetComponentInChildren(typeof(T)); }
+ #endif
+
+
+ // Returns all components of Type /type/ in the [[GameObject]] or any of its children.
+
+ CSRAW public Component[] GetComponentsInChildren (Type t, bool includeInactive = false) { return gameObject.GetComponentsInChildren (t, includeInactive); }
+
+ CSRAW
+ #if ENABLE_GENERICS
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public T[] GetComponentsInChildren<T> (bool includeInactive) where T : Component { return gameObject.GetComponentsInChildren<T>(includeInactive); }
+ #endif
+
+ CSRAW
+ #if ENABLE_GENERICS
+ // adding overload manually because lucas can't figure out how to get the cspreprocess overload generation code to deal with templates right now.
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public T[] GetComponentsInChildren<T> () where T : Component { return GetComponentsInChildren<T>(false); }
+ #endif
+
+
+
+ // Returns all components of Type /type/ in the [[GameObject]].
+
+ CUSTOM Component[] GetComponents (Type type) { DISALLOW_IN_CONSTRUCTOR return ScriptingGetComponentsOfType (GetGameObjectThrow(self), type, false, false, true); }
+
+ CUSTOM private Component[] GetComponentsWithCorrectReturnType(Type type) { DISALLOW_IN_CONSTRUCTOR return ScriptingGetComponentsOfType (GetGameObjectThrow(self), type, true, false, true); }
+
+ CSRAW
+ #if ENABLE_GENERICS
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public T[] GetComponents<T>() where T : Component
+ {
+ return (T[]) GetComponentsWithCorrectReturnType(typeof(T));
+ }
+ #endif
+
+
+ OBSOLETE warning the active property is deprecated on components. Please use gameObject.active instead. If you meant to enable / disable a single component use enabled instead.
+ CUSTOM_PROP bool active { DISALLOW_IN_CONSTRUCTOR return self->IsActive (); } { DISALLOW_IN_CONSTRUCTOR GameObject& go = GetGameObjectThrow(self); if (value) go.Activate (); else go.Deactivate (); }
+
+ // The tag of this game object.
+ CUSTOM_PROP string tag
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ const string& tag = TagToString (GetGameObjectThrow(self).GetTag ());
+ if (!tag.empty ())
+ return scripting_string_new(tag);
+ else
+ {
+ Scripting::RaiseMonoException ("GameObject has undefined tag!");
+ return SCRIPTING_NULL;
+ }
+ }
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ GetGameObjectThrow(self).SetTag (ExtractTagThrowing (value));
+ }
+
+ // Is this game object tagged /tag/?
+ CUSTOM public bool CompareTag (string tag) { DISALLOW_IN_CONSTRUCTOR return ExtractTagThrowing (tag) == GetGameObjectThrow(self).GetTag (); }
+
+
+ // Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour
+ CUSTOM void SendMessageUpwards (string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ Scripting::SendScriptingMessageUpwards(GetGameObjectThrow(self), methodName, value, options);
+ }
+
+ //*undocumented* Function is for convenience and avoid coming mistakes.
+ CSRAW public void SendMessageUpwards (string methodName, SendMessageOptions options)
+ {
+ SendMessageUpwards(methodName, null, options);
+ }
+
+ // Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.
+ CUSTOM void SendMessage (string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ Scripting::SendScriptingMessage(GetGameObjectThrow(self), methodName, value, options);
+ }
+
+ //*undocumented* Function is for convenience and avoid coming mistakes.
+ CSRAW public void SendMessage (string methodName, SendMessageOptions options)
+ {
+ SendMessage (methodName, null, options);
+ }
+
+ // Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.
+ CUSTOM void BroadcastMessage (string methodName, object parameter = null, SendMessageOptions options = SendMessageOptions.RequireReceiver)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ Scripting::BroadcastScriptingMessage(GetGameObjectThrow(self), methodName, parameter, options);
+ }
+
+ //*undocumented* Function is for convenience and avoid coming mistakes.
+ CSRAW public void BroadcastMessage (string methodName, SendMessageOptions options)
+ {
+ BroadcastMessage (methodName, null, options);
+ }
+END
+
+CSRAW }