void LateUpdate()
 {
     Runner.Run(environment, GetPropertyMethod("LateUpdate", 0), new List <object>());
 }
 void OnMouseExit()
 {
     Runner.Run(environment, GetPropertyMethod("OnMouseExit", 0), new List <object>());
 }
 void OnDestroy()
 {
     Runner.Run(environment, GetPropertyMethod("OnDestroy", 0), new List <object>());
 }
 void OnDisable()
 {
     Runner.Run(environment, GetPropertyMethod("OnDisable", 0), new List <object>());
 }
Beispiel #5
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 void LateUpdate()
 {
     Runner.Run(environment, "__instance.LateUpdate();");
 }
 void Start()
 {
     Runner.Run(environment, GetPropertyMethod("Start", 0), new List <object>());
 }
Beispiel #7
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 void OnDisable()
 {
     Runner.Run(environment, "__instance.OnDisable();");
 }
Beispiel #8
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 //loop methods
 void FixedUpdate()
 {
     Runner.Run(environment, "__instance.FixedUpdate();");
 }
Beispiel #9
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 void OnDestroy()
 {
     Runner.Run(environment, "__instance.OnDestroy();");
 }
Beispiel #10
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 void Start()
 {
     Runner.Run(environment, "__instance.Start();");
 }
Beispiel #11
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 //creation/destruction methods
 void Awake()
 {
     environment = Runner.RunFile("Assets/" + toyScript + ".toy");
     Runner.Run(environment, $"const __instance = Unity.Fetch(\"{this.gameObject.name}\");");
     Runner.Run(environment, "__instance.Awake();");
 }
Beispiel #12
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 public void OnCancel(BaseEventData e)
 {
     Runner.Run(environment, GetPropertyMethod("OnCancel", 0), new List <object>());
 }
Beispiel #13
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 public void OnUpdateSelected(BaseEventData e)
 {
     Runner.Run(environment, GetPropertyMethod("OnUpdateSelected", 0), new List <object>());
 }