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+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 }
+