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#pragma once
#if ENABLE_SCRIPTING
#include "Runtime/Mono/MonoTypes.h"
#include "Runtime/Scripting/Backend/ScriptingTypes.h"
struct CommonScriptingClasses
{
ScriptingClassPtr monoBehaviour;
ScriptingClassPtr component;
ScriptingClassPtr scriptableObject;
ScriptingClassPtr vector2;
ScriptingClassPtr vector3;
ScriptingClassPtr vector4;
ScriptingClassPtr rect;
ScriptingClassPtr rectOffset;
ScriptingClassPtr quaternion;
ScriptingClassPtr matrix4x4;
ScriptingClassPtr bounds;
ScriptingClassPtr resolution;
ScriptingClassPtr particle;
ScriptingClassPtr color;
ScriptingClassPtr color32;
ScriptingClassPtr raycastHit;
ScriptingClassPtr raycastHit2D;
ScriptingClassPtr animationState;
ScriptingClassPtr collider;
ScriptingClassPtr camera;
ScriptingClassPtr renderTexture;
ScriptingClassPtr layerMask;
ScriptingClassPtr serializeField;
ScriptingClassPtr enumClass;
ScriptingClassPtr iEnumerator;
ScriptingClassPtr systemObject;
#if !UNITY_FLASH
ScriptingClassPtr intptr;
ScriptingClassPtr uInt_16;
ScriptingClassPtr uInt_32;
ScriptingClassPtr int_16;
ScriptingClassPtr multicastDelegate;
#endif
ScriptingClassPtr byte;
ScriptingClassPtr int_32;
ScriptingClassPtr string;
ScriptingClassPtr floatSingle;
ScriptingClassPtr floatDouble;
ScriptingClassPtr waitForSeconds;
ScriptingClassPtr waitForFixedUpdate;
ScriptingClassPtr waitForEndOfFrame;
ScriptingClassPtr characterInfo;
ScriptingMethodPtr font_InvokeFontTextureRebuildCallback_Internal;
#if ENABLE_WWW
ScriptingClassPtr assetBundleCreateRequest;
ScriptingClassPtr www;
#endif
#if UNITY_WII || UNITY_PS3 || UNITY_XENON
ScriptingClassPtr waitAsyncOperationFinish;
#endif
ScriptingClassPtr meshData;
ScriptingClassPtr lodMesh;
ScriptingClassPtr coroutine;
ScriptingClassPtr collision;
ScriptingClassPtr contactPoint;
ScriptingClassPtr controllerColliderHit;
ScriptingClassPtr collision2D;
ScriptingClassPtr contactPoint2D;
ScriptingClassPtr event;
ScriptingClassPtr unityEngineObject;
ScriptingClassPtr hideInInspector;
ScriptingClassPtr serializePrivateVariables;
#if ENABLE_NETWORK
ScriptingClassPtr RPC;
ScriptingClassPtr hostData;
ScriptingClassPtr bitStream;
ScriptingClassPtr networkPlayer;
ScriptingClassPtr networkViewID;
ScriptingClassPtr networkMessageInfo;
#endif
ScriptingClassPtr guiStyle;
ScriptingClassPtr animationCurve;
ScriptingClassPtr keyframe;
ScriptingClassPtr boneWeight;
#if ENABLE_MONO || UNITY_WP8
ScriptingMethodPtr invokeMember;
ScriptingMethodPtr invokeStatic;
#endif
#if ENABLE_MONO
ScriptingMethodPtr checkIsEditMode;
ScriptingMethodPtr extractStacktrace;
ScriptingMethodPtr extractStringFromException;
ScriptingMethodPtr postprocessStacktrace;
#endif
ScriptingMethodPtr IEnumerator_MoveNext;
#if ENABLE_MONO || UNITY_WINRT
ScriptingMethodPtr callLogCallback;
ScriptingMethodPtr IEnumerator_Current;
ScriptingMethodPtr IDisposable_Dispose;
ScriptingMethodPtr extractRequiredComponents;
#endif
ScriptingMethodPtr beginGUI;
ScriptingMethodPtr endGUI;
ScriptingMethodPtr callGUIWindowDelegate;
#if ENABLE_TERRAIN
ScriptingClassPtr terrain;
ScriptingClassPtr detailPrototype;
ScriptingClassPtr treePrototype;
ScriptingClassPtr treeInstance;
ScriptingClassPtr splatPrototype;
#endif
ScriptingClassPtr animationEvent;
ScriptingClassPtr assetBundleRequest;
ScriptingClassPtr asyncOperation;
ScriptingClassPtr cacheIndex;
ScriptingClassPtr cachedFile;
ScriptingClassPtr inputEvent;
ScriptingClassPtr imageEffectOpaque;
ScriptingClassPtr muscleBoneInfo;
ScriptingClassPtr animationClipSettings;
ScriptingClassPtr muscleClipQualityInfo;
ScriptingClassPtr imageEffectTransformsToLDR;
ScriptingMethodPtr makeMasterEventCurrent;
ScriptingMethodPtr doSendMouseEvents;
ScriptingMethodPtr stackTraceUtilitySetProjectFolder;
#if UNITY_EDITOR
ScriptingClassPtr monoReloadableIntPtr;
ScriptingClassPtr monoReloadableIntPtrClear;
ScriptingMethodPtr gameViewStatsGUI;
ScriptingMethodPtr beginHandles;
ScriptingMethodPtr endHandles;
ScriptingMethodPtr setViewInfo;
ScriptingMethodPtr handleControlID;
ScriptingMethodPtr callGlobalEventHandler;
ScriptingMethodPtr callAnimationClipAwake;
ScriptingMethodPtr statusBarChanged;
ScriptingMethodPtr lightmappingDone;
ScriptingMethodPtr consoleLogChanged;
ScriptingMethodPtr clearUndoSnapshotTarget;
ScriptingMethodPtr repaintAllProfilerWindows;
ScriptingMethodPtr getGameViewAspectRatio;
ScriptingClassPtr substanceMaterialInformation;
ScriptingClassPtr propertyModification;
ScriptingClassPtr undoPropertyModification;
ScriptingClassPtr exportExtensionClassAttribute;
#endif // #if UNITY_EDITOR
ScriptingClassPtr gradient;
ScriptingClassPtr gradientColorKey;
ScriptingClassPtr gradientAlphaKey;
ScriptingClassPtr callbackOrderAttribute;
ScriptingClassPtr postProcessBuildAttribute;
ScriptingClassPtr postProcessSceneAttribute;
ScriptingClassPtr didReloadScripts;
ScriptingClassPtr onOpenAssetAttribute;
#if ENABLE_SUBSTANCE
ScriptingClassPtr substancePropertyDescription;
#endif
ScriptingClassPtr animatorStateInfo;
ScriptingClassPtr animatorTransitionInfo;
ScriptingClassPtr animationInfo;
ScriptingClassPtr floatSingleArray;
ScriptingClassPtr skeletonBone;
ScriptingClassPtr humanBone;
#if ENABLE_GAMECENTER
ScriptingClassPtr gameCenter;
ScriptingClassPtr gcScore;
ScriptingClassPtr gcAchievement;
ScriptingClassPtr gcAchievementDescription;
ScriptingClassPtr gcUserProfile;
#endif
#if ENABLE_WEBCAM
ScriptingClassPtr webCamDevice;
#endif
ScriptingClassPtr display;
ScriptingMethodPtr displayRecreateDisplayList;
ScriptingMethodPtr displayFireDisplaysUpdated;
#if UNITY_IPHONE
ScriptingClassPtr adBannerView;
ScriptingClassPtr adInterstitialAd;
ScriptingMethodPtr adFireBannerWasClicked;
ScriptingMethodPtr adFireBannerWasLoaded;
ScriptingMethodPtr adFireInterstitialWasLoaded;
#endif
};
void FillCommonScriptingClasses(CommonScriptingClasses& commonScriptingClasses);
void ClearCommonScriptingClasses(CommonScriptingClasses& commonScriptingClasses);
#define MONO_COMMON GetScriptingManager().GetCommonClasses()
#endif
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