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using System;
namespace UnityEngine
{
//TodoBC: make all these internal next time we do a breaking release
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
internal class CppIncludeAttribute : Attribute
{
public CppIncludeAttribute(string header) {}
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
internal class CppDefineAttribute : Attribute
{
public CppDefineAttribute(string symbol, string value) {}
}
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Constructor, AllowMultiple = false)]
internal class CppBodyAttribute : Attribute
{
public CppBodyAttribute(string body) {}
}
[AttributeUsage(AttributeTargets.Method, AllowMultiple = false)]
internal class CppInvokeAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
internal class CppPropertyBodyAttribute : Attribute
{
public CppPropertyBodyAttribute(string getterBody, string setterBody) {}
public CppPropertyBodyAttribute(string getterBody) {}
}
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
internal class CppPropertyAttribute : Attribute
{
public CppPropertyAttribute(string getter, string setter) { }
public CppPropertyAttribute(string getter) { }
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Constructor | AttributeTargets.Property, AllowMultiple = false)]
public class ThreadSafeAttribute : Attribute {}
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Constructor | AttributeTargets.Property, AllowMultiple = false)]
public class ConstructorSafeAttribute : Attribute {}
[AttributeUsage(AttributeTargets.Parameter, AllowMultiple = false)]
internal class WritableAttribute: Attribute { }
}
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