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