Practice_Unity/Library/Bee/artifacts/iOS/il2cppOutput/UnityClassRegistration.cpp
Seonkyu.kim e9ce829375 작업
1. 공격 스크립트를 만듬
  - 플레이어 -> 적 공격 테스트 (성공)
  - 적 -> 플레이어 공격 테스트 (성공)

Todo
1. 카메라 컨트롤러는 이거 방법 아예 따로 찾아야 할거 같음
2. 공격 스크립트 (시도)
  - 투사체 공격 (시작해야 함)
  - 공격 관련 무기 스테이터스 같은거 생각해야 함
  - 몬스터 AI라던가 설정 또는 이동과 관련된것도 생각해야 함
  - 공격 받았을 경우 처리는 어떻게 할건지 고민을 해야 함
2025-09-30 17:50:11 +09:00

441 lines
18 KiB
C++

extern "C" void RegisterStaticallyLinkedModulesGranular()
{
void RegisterModule_SharedInternals();
RegisterModule_SharedInternals();
void RegisterModule_Core();
RegisterModule_Core();
void RegisterModule_AI();
RegisterModule_AI();
void RegisterModule_Animation();
RegisterModule_Animation();
void RegisterModule_Audio();
RegisterModule_Audio();
void RegisterModule_CrashReporting();
RegisterModule_CrashReporting();
void RegisterModule_GameCenter();
RegisterModule_GameCenter();
void RegisterModule_GraphicsStateCollectionSerializer();
RegisterModule_GraphicsStateCollectionSerializer();
void RegisterModule_HierarchyCore();
RegisterModule_HierarchyCore();
void RegisterModule_IMGUI();
RegisterModule_IMGUI();
void RegisterModule_Identifiers();
RegisterModule_Identifiers();
void RegisterModule_ImageConversion();
RegisterModule_ImageConversion();
void RegisterModule_Input();
RegisterModule_Input();
void RegisterModule_InputLegacy();
RegisterModule_InputLegacy();
void RegisterModule_InputForUI();
RegisterModule_InputForUI();
void RegisterModule_JSONSerialize();
RegisterModule_JSONSerialize();
void RegisterModule_Insights();
RegisterModule_Insights();
void RegisterModule_Physics();
RegisterModule_Physics();
void RegisterModule_Physics2D();
RegisterModule_Physics2D();
void RegisterModule_Properties();
RegisterModule_Properties();
void RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
RegisterModule_RuntimeInitializeOnLoadManagerInitializer();
void RegisterModule_Subsystems();
RegisterModule_Subsystems();
void RegisterModule_TLS();
RegisterModule_TLS();
void RegisterModule_Terrain();
RegisterModule_Terrain();
void RegisterModule_TerrainPhysics();
RegisterModule_TerrainPhysics();
void RegisterModule_TextRendering();
RegisterModule_TextRendering();
void RegisterModule_TextCoreFontEngine();
RegisterModule_TextCoreFontEngine();
void RegisterModule_TextCoreTextEngine();
RegisterModule_TextCoreTextEngine();
void RegisterModule_UI();
RegisterModule_UI();
void RegisterModule_UIElements();
RegisterModule_UIElements();
void RegisterModule_UnityAnalyticsCommon();
RegisterModule_UnityAnalyticsCommon();
void RegisterModule_UnityConnect();
RegisterModule_UnityConnect();
void RegisterModule_UnityAnalytics();
RegisterModule_UnityAnalytics();
void RegisterModule_UnityConsent();
RegisterModule_UnityConsent();
void RegisterModule_UnityWebRequest();
RegisterModule_UnityWebRequest();
void RegisterModule_VFX();
RegisterModule_VFX();
void RegisterModule_XR();
RegisterModule_XR();
void RegisterModule_VR();
RegisterModule_VR();
}
template <typename T> void RegisterUnityClass(const char*);
template <typename T> void RegisterStrippedType(int, const char*, const char*);
void InvokeRegisterStaticallyLinkedModuleClasses()
{
// Do nothing (we're in stripping mode)
}
class NavMeshAgent; template <> void RegisterUnityClass<NavMeshAgent>(const char*);
class NavMeshData; template <> void RegisterUnityClass<NavMeshData>(const char*);
class NavMeshObstacle; template <> void RegisterUnityClass<NavMeshObstacle>(const char*);
class NavMeshProjectSettings; template <> void RegisterUnityClass<NavMeshProjectSettings>(const char*);
class NavMeshSettings; template <> void RegisterUnityClass<NavMeshSettings>(const char*);
class AnimationClip; template <> void RegisterUnityClass<AnimationClip>(const char*);
class Animator; template <> void RegisterUnityClass<Animator>(const char*);
class AnimatorController; template <> void RegisterUnityClass<AnimatorController>(const char*);
class AnimatorOverrideController; template <> void RegisterUnityClass<AnimatorOverrideController>(const char*);
class Avatar; template <> void RegisterUnityClass<Avatar>(const char*);
class AvatarMask; template <> void RegisterUnityClass<AvatarMask>(const char*);
class Motion; template <> void RegisterUnityClass<Motion>(const char*);
class RuntimeAnimatorController; template <> void RegisterUnityClass<RuntimeAnimatorController>(const char*);
class AudioBehaviour; template <> void RegisterUnityClass<AudioBehaviour>(const char*);
class AudioClip; template <> void RegisterUnityClass<AudioClip>(const char*);
class AudioListener; template <> void RegisterUnityClass<AudioListener>(const char*);
class AudioManager; template <> void RegisterUnityClass<AudioManager>(const char*);
class AudioResource; template <> void RegisterUnityClass<AudioResource>(const char*);
class SampleClip; template <> void RegisterUnityClass<SampleClip>(const char*);
class Behaviour; template <> void RegisterUnityClass<Behaviour>(const char*);
class BuildSettings; template <> void RegisterUnityClass<BuildSettings>(const char*);
class Camera; template <> void RegisterUnityClass<Camera>(const char*);
namespace Unity { class Component; } template <> void RegisterUnityClass<Unity::Component>(const char*);
class ComputeShader; template <> void RegisterUnityClass<ComputeShader>(const char*);
class Cubemap; template <> void RegisterUnityClass<Cubemap>(const char*);
class CubemapArray; template <> void RegisterUnityClass<CubemapArray>(const char*);
class DelayedCallManager; template <> void RegisterUnityClass<DelayedCallManager>(const char*);
class EditorExtension; template <> void RegisterUnityClass<EditorExtension>(const char*);
class GameManager; template <> void RegisterUnityClass<GameManager>(const char*);
class GameObject; template <> void RegisterUnityClass<GameObject>(const char*);
class GlobalGameManager; template <> void RegisterUnityClass<GlobalGameManager>(const char*);
class GraphicsSettings; template <> void RegisterUnityClass<GraphicsSettings>(const char*);
class InputManager; template <> void RegisterUnityClass<InputManager>(const char*);
class LODGroup; template <> void RegisterUnityClass<LODGroup>(const char*);
class LevelGameManager; template <> void RegisterUnityClass<LevelGameManager>(const char*);
class Light; template <> void RegisterUnityClass<Light>(const char*);
class LightProbeProxyVolume; template <> void RegisterUnityClass<LightProbeProxyVolume>(const char*);
class LightProbes; template <> void RegisterUnityClass<LightProbes>(const char*);
class LightingSettings; template <> void RegisterUnityClass<LightingSettings>(const char*);
class LightmapSettings; template <> void RegisterUnityClass<LightmapSettings>(const char*);
class LowerResBlitTexture; template <> void RegisterUnityClass<LowerResBlitTexture>(const char*);
class Material; template <> void RegisterUnityClass<Material>(const char*);
class Mesh; template <> void RegisterUnityClass<Mesh>(const char*);
class MeshFilter; template <> void RegisterUnityClass<MeshFilter>(const char*);
class MeshRenderer; template <> void RegisterUnityClass<MeshRenderer>(const char*);
class MonoBehaviour; template <> void RegisterUnityClass<MonoBehaviour>(const char*);
class MonoManager; template <> void RegisterUnityClass<MonoManager>(const char*);
class MonoScript; template <> void RegisterUnityClass<MonoScript>(const char*);
class NamedObject; template <> void RegisterUnityClass<NamedObject>(const char*);
class Object; template <> void RegisterUnityClass<Object>(const char*);
class PlayerSettings; template <> void RegisterUnityClass<PlayerSettings>(const char*);
class PreloadData; template <> void RegisterUnityClass<PreloadData>(const char*);
class QualitySettings; template <> void RegisterUnityClass<QualitySettings>(const char*);
class RayTracingShader; template <> void RegisterUnityClass<RayTracingShader>(const char*);
namespace UI { class RectTransform; } template <> void RegisterUnityClass<UI::RectTransform>(const char*);
class ReflectionProbe; template <> void RegisterUnityClass<ReflectionProbe>(const char*);
class RenderSettings; template <> void RegisterUnityClass<RenderSettings>(const char*);
class RenderTexture; template <> void RegisterUnityClass<RenderTexture>(const char*);
class Renderer; template <> void RegisterUnityClass<Renderer>(const char*);
class ResourceManager; template <> void RegisterUnityClass<ResourceManager>(const char*);
class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass<RuntimeInitializeOnLoadManager>(const char*);
class Shader; template <> void RegisterUnityClass<Shader>(const char*);
class ShaderNameRegistry; template <> void RegisterUnityClass<ShaderNameRegistry>(const char*);
class SkinnedMeshRenderer; template <> void RegisterUnityClass<SkinnedMeshRenderer>(const char*);
class Skybox; template <> void RegisterUnityClass<Skybox>(const char*);
class SortingGroup; template <> void RegisterUnityClass<SortingGroup>(const char*);
class Sprite; template <> void RegisterUnityClass<Sprite>(const char*);
class SpriteAtlas; template <> void RegisterUnityClass<SpriteAtlas>(const char*);
class SpriteRenderer; template <> void RegisterUnityClass<SpriteRenderer>(const char*);
class TagManager; template <> void RegisterUnityClass<TagManager>(const char*);
class TextAsset; template <> void RegisterUnityClass<TextAsset>(const char*);
class Texture; template <> void RegisterUnityClass<Texture>(const char*);
class Texture2D; template <> void RegisterUnityClass<Texture2D>(const char*);
class Texture2DArray; template <> void RegisterUnityClass<Texture2DArray>(const char*);
class Texture3D; template <> void RegisterUnityClass<Texture3D>(const char*);
class TimeManager; template <> void RegisterUnityClass<TimeManager>(const char*);
class Transform; template <> void RegisterUnityClass<Transform>(const char*);
class BoxCollider; template <> void RegisterUnityClass<BoxCollider>(const char*);
class CapsuleCollider; template <> void RegisterUnityClass<CapsuleCollider>(const char*);
class Collider; template <> void RegisterUnityClass<Collider>(const char*);
class PhysicsManager; template <> void RegisterUnityClass<PhysicsManager>(const char*);
class PhysicsMaterial; template <> void RegisterUnityClass<PhysicsMaterial>(const char*);
class Rigidbody; template <> void RegisterUnityClass<Rigidbody>(const char*);
class SphereCollider; template <> void RegisterUnityClass<SphereCollider>(const char*);
class Collider2D; template <> void RegisterUnityClass<Collider2D>(const char*);
class Joint2D; template <> void RegisterUnityClass<Joint2D>(const char*);
class Physics2DSettings; template <> void RegisterUnityClass<Physics2DSettings>(const char*);
class Terrain; template <> void RegisterUnityClass<Terrain>(const char*);
class TerrainData; template <> void RegisterUnityClass<TerrainData>(const char*);
class TerrainLayer; template <> void RegisterUnityClass<TerrainLayer>(const char*);
class TerrainCollider; template <> void RegisterUnityClass<TerrainCollider>(const char*);
namespace TextRendering { class Font; } template <> void RegisterUnityClass<TextRendering::Font>(const char*);
namespace UI { class Canvas; } template <> void RegisterUnityClass<UI::Canvas>(const char*);
namespace UI { class CanvasGroup; } template <> void RegisterUnityClass<UI::CanvasGroup>(const char*);
namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass<UI::CanvasRenderer>(const char*);
class UIRenderer; template <> void RegisterUnityClass<UIRenderer>(const char*);
class UnityConnectSettings; template <> void RegisterUnityClass<UnityConnectSettings>(const char*);
class VFXManager; template <> void RegisterUnityClass<VFXManager>(const char*);
class VFXRenderer; template <> void RegisterUnityClass<VFXRenderer>(const char*);
class VisualEffect; template <> void RegisterUnityClass<VisualEffect>(const char*);
class VisualEffectAsset; template <> void RegisterUnityClass<VisualEffectAsset>(const char*);
class VisualEffectObject; template <> void RegisterUnityClass<VisualEffectObject>(const char*);
void RegisterAllClasses()
{
void RegisterBuiltinTypes();
RegisterBuiltinTypes();
//Total: 102 non stripped classes
//0. NavMeshAgent
RegisterUnityClass<NavMeshAgent>("AI");
//1. NavMeshData
RegisterUnityClass<NavMeshData>("AI");
//2. NavMeshObstacle
RegisterUnityClass<NavMeshObstacle>("AI");
//3. NavMeshProjectSettings
RegisterUnityClass<NavMeshProjectSettings>("AI");
//4. NavMeshSettings
RegisterUnityClass<NavMeshSettings>("AI");
//5. AnimationClip
RegisterUnityClass<AnimationClip>("Animation");
//6. Animator
RegisterUnityClass<Animator>("Animation");
//7. AnimatorController
RegisterUnityClass<AnimatorController>("Animation");
//8. AnimatorOverrideController
RegisterUnityClass<AnimatorOverrideController>("Animation");
//9. Avatar
RegisterUnityClass<Avatar>("Animation");
//10. AvatarMask
RegisterUnityClass<AvatarMask>("Animation");
//11. Motion
RegisterUnityClass<Motion>("Animation");
//12. RuntimeAnimatorController
RegisterUnityClass<RuntimeAnimatorController>("Animation");
//13. AudioBehaviour
RegisterUnityClass<AudioBehaviour>("Audio");
//14. AudioClip
RegisterUnityClass<AudioClip>("Audio");
//15. AudioListener
RegisterUnityClass<AudioListener>("Audio");
//16. AudioManager
RegisterUnityClass<AudioManager>("Audio");
//17. AudioResource
RegisterUnityClass<AudioResource>("Audio");
//18. SampleClip
RegisterUnityClass<SampleClip>("Audio");
//19. Behaviour
RegisterUnityClass<Behaviour>("Core");
//20. BuildSettings
RegisterUnityClass<BuildSettings>("Core");
//21. Camera
RegisterUnityClass<Camera>("Core");
//22. Component
RegisterUnityClass<Unity::Component>("Core");
//23. ComputeShader
RegisterUnityClass<ComputeShader>("Core");
//24. Cubemap
RegisterUnityClass<Cubemap>("Core");
//25. CubemapArray
RegisterUnityClass<CubemapArray>("Core");
//26. DelayedCallManager
RegisterUnityClass<DelayedCallManager>("Core");
//27. EditorExtension
RegisterUnityClass<EditorExtension>("Core");
//28. GameManager
RegisterUnityClass<GameManager>("Core");
//29. GameObject
RegisterUnityClass<GameObject>("Core");
//30. GlobalGameManager
RegisterUnityClass<GlobalGameManager>("Core");
//31. GraphicsSettings
RegisterUnityClass<GraphicsSettings>("Core");
//32. InputManager
RegisterUnityClass<InputManager>("Core");
//33. LODGroup
RegisterUnityClass<LODGroup>("Core");
//34. LevelGameManager
RegisterUnityClass<LevelGameManager>("Core");
//35. Light
RegisterUnityClass<Light>("Core");
//36. LightProbeProxyVolume
RegisterUnityClass<LightProbeProxyVolume>("Core");
//37. LightProbes
RegisterUnityClass<LightProbes>("Core");
//38. LightingSettings
RegisterUnityClass<LightingSettings>("Core");
//39. LightmapSettings
RegisterUnityClass<LightmapSettings>("Core");
//40. LowerResBlitTexture
RegisterUnityClass<LowerResBlitTexture>("Core");
//41. Material
RegisterUnityClass<Material>("Core");
//42. Mesh
RegisterUnityClass<Mesh>("Core");
//43. MeshFilter
RegisterUnityClass<MeshFilter>("Core");
//44. MeshRenderer
RegisterUnityClass<MeshRenderer>("Core");
//45. MonoBehaviour
RegisterUnityClass<MonoBehaviour>("Core");
//46. MonoManager
RegisterUnityClass<MonoManager>("Core");
//47. MonoScript
RegisterUnityClass<MonoScript>("Core");
//48. NamedObject
RegisterUnityClass<NamedObject>("Core");
//49. Object
//Skipping Object
//50. PlayerSettings
RegisterUnityClass<PlayerSettings>("Core");
//51. PreloadData
RegisterUnityClass<PreloadData>("Core");
//52. QualitySettings
RegisterUnityClass<QualitySettings>("Core");
//53. RayTracingShader
RegisterUnityClass<RayTracingShader>("Core");
//54. RectTransform
RegisterUnityClass<UI::RectTransform>("Core");
//55. ReflectionProbe
RegisterUnityClass<ReflectionProbe>("Core");
//56. RenderSettings
RegisterUnityClass<RenderSettings>("Core");
//57. RenderTexture
RegisterUnityClass<RenderTexture>("Core");
//58. Renderer
RegisterUnityClass<Renderer>("Core");
//59. ResourceManager
RegisterUnityClass<ResourceManager>("Core");
//60. RuntimeInitializeOnLoadManager
RegisterUnityClass<RuntimeInitializeOnLoadManager>("Core");
//61. Shader
RegisterUnityClass<Shader>("Core");
//62. ShaderNameRegistry
RegisterUnityClass<ShaderNameRegistry>("Core");
//63. SkinnedMeshRenderer
RegisterUnityClass<SkinnedMeshRenderer>("Core");
//64. Skybox
RegisterUnityClass<Skybox>("Core");
//65. SortingGroup
RegisterUnityClass<SortingGroup>("Core");
//66. Sprite
RegisterUnityClass<Sprite>("Core");
//67. SpriteAtlas
RegisterUnityClass<SpriteAtlas>("Core");
//68. SpriteRenderer
RegisterUnityClass<SpriteRenderer>("Core");
//69. TagManager
RegisterUnityClass<TagManager>("Core");
//70. TextAsset
RegisterUnityClass<TextAsset>("Core");
//71. Texture
RegisterUnityClass<Texture>("Core");
//72. Texture2D
RegisterUnityClass<Texture2D>("Core");
//73. Texture2DArray
RegisterUnityClass<Texture2DArray>("Core");
//74. Texture3D
RegisterUnityClass<Texture3D>("Core");
//75. TimeManager
RegisterUnityClass<TimeManager>("Core");
//76. Transform
RegisterUnityClass<Transform>("Core");
//77. BoxCollider
RegisterUnityClass<BoxCollider>("Physics");
//78. CapsuleCollider
RegisterUnityClass<CapsuleCollider>("Physics");
//79. Collider
RegisterUnityClass<Collider>("Physics");
//80. PhysicsManager
RegisterUnityClass<PhysicsManager>("Physics");
//81. PhysicsMaterial
RegisterUnityClass<PhysicsMaterial>("Physics");
//82. Rigidbody
RegisterUnityClass<Rigidbody>("Physics");
//83. SphereCollider
RegisterUnityClass<SphereCollider>("Physics");
//84. Collider2D
RegisterUnityClass<Collider2D>("Physics2D");
//85. Joint2D
RegisterUnityClass<Joint2D>("Physics2D");
//86. Physics2DSettings
RegisterUnityClass<Physics2DSettings>("Physics2D");
//87. Terrain
RegisterUnityClass<Terrain>("Terrain");
//88. TerrainData
RegisterUnityClass<TerrainData>("Terrain");
//89. TerrainLayer
RegisterUnityClass<TerrainLayer>("Terrain");
//90. TerrainCollider
RegisterUnityClass<TerrainCollider>("TerrainPhysics");
//91. Font
RegisterUnityClass<TextRendering::Font>("TextRendering");
//92. Canvas
RegisterUnityClass<UI::Canvas>("UI");
//93. CanvasGroup
RegisterUnityClass<UI::CanvasGroup>("UI");
//94. CanvasRenderer
RegisterUnityClass<UI::CanvasRenderer>("UI");
//95. UIRenderer
RegisterUnityClass<UIRenderer>("UIElements");
//96. UnityConnectSettings
RegisterUnityClass<UnityConnectSettings>("UnityConnect");
//97. VFXManager
RegisterUnityClass<VFXManager>("VFX");
//98. VFXRenderer
RegisterUnityClass<VFXRenderer>("VFX");
//99. VisualEffect
RegisterUnityClass<VisualEffect>("VFX");
//100. VisualEffectAsset
RegisterUnityClass<VisualEffectAsset>("VFX");
//101. VisualEffectObject
RegisterUnityClass<VisualEffectObject>("VFX");
}