summaryrefslogtreecommitdiff
path: root/Runtime/Export/UnityEngineObject.txt
diff options
context:
space:
mode:
Diffstat (limited to 'Runtime/Export/UnityEngineObject.txt')
-rw-r--r--Runtime/Export/UnityEngineObject.txt226
1 files changed, 226 insertions, 0 deletions
diff --git a/Runtime/Export/UnityEngineObject.txt b/Runtime/Export/UnityEngineObject.txt
new file mode 100644
index 0000000..2700188
--- /dev/null
+++ b/Runtime/Export/UnityEngineObject.txt
@@ -0,0 +1,226 @@
+C++RAW
+
+
+#include "UnityPrefix.h"
+#include "Configuration/UnityConfigure.h"
+#include "Runtime/Mono/MonoBehaviour.h"
+#include "Runtime/Misc/SaveAndLoadHelper.h"
+#include "Runtime/GameCode/CloneObject.h"
+#include "Runtime/Misc/Player.h"
+#include "Runtime/Misc/GameObjectUtility.h"
+#include "Runtime/Scripting/ScriptingUtility.h"
+#include "Runtime/Scripting/Scripting.h"
+
+
+#if UNITY_WII
+ #include "PlatformDependent/Wii/WiiUtility.h"
+#endif
+
+using namespace Unity;
+using namespace std;
+
+CSRAW
+using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Collections;
+using UnityEngineInternal;
+
+
+namespace UnityEngine
+{
+
+
+
+
+BEGIN DOC
+Base class for all objects Unity can reference.
+Any public variable you make that derives from Object gets shown in the inspector as a drop target,
+allowing you to set the value from the GUI.
+END DOC
+
+CSRAW
+[StructLayout (LayoutKind.Sequential)]
+NONSEALED_CLASS Object
+ CSRAW
+#if !UNITY_FLASH && !UNITY_WEBGL && !UNITY_WINRT
+ private ReferenceData m_UnityRuntimeReferenceData;
+
+ #if UNITY_EDITOR
+ private string m_UnityRuntimeErrorString;
+ #endif
+#else //UNITY_FLASH
+ //*undocumented*
+ [NotRenamed]
+ public int m_InstanceID;
+ //*undocumented*
+ [NotRenamed]
+ public int m_CachedPtr;
+#endif
+
+ public override bool Equals(object o) { return CompareBaseObjects (this, o as Object); }
+ public override int GetHashCode() { return GetInstanceID(); }
+
+ // Does the object exist?
+ public static implicit operator bool (Object exists)
+ {
+ return !CompareBaseObjects (exists, null);
+ }
+
+ CSRAW private static bool CompareBaseObjects (Object lhs, Object rhs)
+ {
+ #if UNITY_WINRT
+ return UnityEngineInternal.ScriptingUtils.CompareBaseObjects(lhs, rhs);
+ #else
+ return CompareBaseObjectsInternal (lhs, rhs);
+ #endif
+ }
+
+ CONSTRUCTOR_SAFE
+ CUSTOM private static bool CompareBaseObjectsInternal ([Writable]Object lhs, [Writable]Object rhs)
+ {
+ return Scripting::CompareBaseObjects (lhs.GetScriptingObject(), rhs.GetScriptingObject());
+ }
+
+ // Returns the instance id of the object.
+ CSRAW [NotRenamed]
+ CSRAW public int GetInstanceID ()
+ {
+#if !UNITY_FLASH && !UNITY_WEBGL && !UNITY_WINRT
+ return m_UnityRuntimeReferenceData.instanceID;
+#else
+ return m_InstanceID;
+#endif
+ }
+
+ CUSTOM private static Object Internal_CloneSingle (Object data)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ return Scripting::ScriptingWrapperFor (&CloneObject (*data));
+ }
+ CUSTOM private static Object Internal_InstantiateSingle (Object data, Vector3 pos, Quaternion rot)
+ {
+ DISALLOW_IN_CONSTRUCTOR
+ Object* obj = &InstantiateObject (*data, pos, rot);
+ return Scripting::ScriptingWrapperFor(obj);
+ }
+
+
+ // Clones the object /original/ and returns the clone.
+
+
+ CSRAW
+ [TypeInferenceRule(TypeInferenceRules.TypeOfFirstArgument)]
+ CSRAW public static Object Instantiate (Object original, Vector3 position, Quaternion rotation)
+ {
+ CheckNullArgument(original,"The prefab you want to instantiate is null.");
+ return Internal_InstantiateSingle (original, position, rotation);
+ }
+
+
+ // Clones the object /original/ and returns the clone.
+ CSRAW
+ [TypeInferenceRule(TypeInferenceRules.TypeOfFirstArgument)]
+ public static Object Instantiate (Object original)
+ {
+ CheckNullArgument(original,"The thing you want to instantiate is null.");
+ return Internal_CloneSingle (original);
+ }
+ #if ENABLE_GENERICS_BUT_CURRENTLY_DISABLED
+ // Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.
+ public static T Instantiate<T>(T original) where T : UnityEngine.Object
+ {
+ CheckNullArgument(original,"The thing you want to instantiate is null.");
+ return (T)Internal_CloneSingle (original);
+ }
+ #endif
+
+ static private void CheckNullArgument(object arg, string message)
+ {
+ if (arg==null)
+ throw new ArgumentException(message);
+ }
+
+ // Removes a gameobject, component or asset.
+ CSRAW
+ CUSTOM static void Destroy (Object obj, float t = 0.0F) { DISALLOW_IN_CONSTRUCTOR Scripting::DestroyObjectFromScripting (obj, t); }
+
+
+ // Destroys the object /obj/ immediately. It is strongly recommended to use Destroy instead.
+ CSRAW
+ CUSTOM static void DestroyImmediate (Object obj, bool allowDestroyingAssets = false) { Scripting::DestroyObjectFromScriptingImmediate (obj, allowDestroyingAssets); }
+
+ // Returns a list of all active loaded objects of Type /type/.
+ CSRAW [TypeInferenceRule(TypeInferenceRules.ArrayOfTypeReferencedByFirstArgument)]
+ CUSTOM static Object[] FindObjectsOfType (Type type) { DISALLOW_IN_CONSTRUCTOR return Scripting::FindObjectsOfType (type, Scripting::kFindActiveSceneObjects); }
+
+ CONDITIONAL (ENABLE_GENERICS && !UNITY_FLASH)
+ CSRAW public static T[] FindObjectsOfType<T> () where T: Object
+ {
+ return Resources.ConvertObjects<T> (FindObjectsOfType (typeof (T)));
+ }
+
+ // Returns the first active loaded object of Type /type/.
+ CSRAW
+ [TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
+ CSRAW public static Object FindObjectOfType (Type type)
+ {
+ Object[] objects = FindObjectsOfType (type);
+ if (objects.Length > 0)
+ return objects[0];
+ else
+ return null;
+ }
+
+ CONDITIONAL (ENABLE_GENERICS && !UNITY_FLASH)
+ CSRAW public static T FindObjectOfType<T> () where T: Object
+ {
+ return (T)FindObjectOfType (typeof (T));
+ }
+
+ // Compares if two objects refer to the same
+ CSRAW public static bool operator == (Object x, Object y) { return CompareBaseObjects (x, y); }
+
+ // Compares if two objects refer to a different object
+ CSRAW public static bool operator != (Object x, Object y) { return !CompareBaseObjects (x, y); }
+
+ // The name of the object.
+ CUSTOM_PROP string name { return scripting_string_new(self->GetName ()); } { self->SetName ( value.AsUTF8().c_str()); }
+
+ // Makes the object /target/ not be destroyed automatically when loading a new scene.
+ CUSTOM static void DontDestroyOnLoad (Object target)
+ {
+ Object* o = target;
+ if (o)
+ DontDestroyOnLoad (*o);
+ }
+
+ // Should the object be hidden, saved with the scene or modifiable by the user?
+ CONSTRUCTOR_SAFE
+ AUTO_PROP HideFlags hideFlags GetHideFlags SetHideFlags
+
+ //*undocumented* deprecated
+ // We cannot properly deprecate this in C# right now, since the optional parameter creates
+ // another method calling this, which creates compiler warnings when deprecated.
+ // OBSOLETE warning use Object.Destroy instead.
+ CUSTOM static void DestroyObject (Object obj, float t = 0.0F) { Scripting::DestroyObjectFromScripting (obj, t); }
+
+ //*undocumented* DEPRECATED
+ OBSOLETE warning use Object.FindObjectsOfType instead.
+ CUSTOM static Object[] FindSceneObjectsOfType (Type type) { DISALLOW_IN_CONSTRUCTOR return Scripting::FindObjectsOfType (type, Scripting::kFindActiveSceneObjects); }
+
+ //*undocumented* DEPRECATED
+ OBSOLETE warning use Resources.FindObjectsOfTypeAll instead.
+ CUSTOM static Object[] FindObjectsOfTypeIncludingAssets (Type type) { DISALLOW_IN_CONSTRUCTOR return Scripting::FindObjectsOfType (type, Scripting::kFindAssets); }
+
+ CONDITIONAL ENABLE_MONO
+ OBSOLETE warning Please use Resources.FindObjectsOfTypeAll instead
+ CSRAW public static Object[] FindObjectsOfTypeAll (Type type) { return Resources.FindObjectsOfTypeAll (type); }
+
+ // Returns the name of the game object.
+ CUSTOM public override string ToString() {
+ return scripting_string_new(GetSafeString(BaseObject, UnityObjectToString (self)));
+ }
+
+END
+CSRAW }