Inheritance: HasVersionRange
Exemple #1
        private static void AddUndocumentApis(UnityApi unityApi, Version apiVersion)
            // From AssetPostprocessingInternal
            var type = unityApi.FindType("AssetPostprocessor");

            var eventFunction = new UnityApiEventFunction("OnPreprocessAssembly", false, ApiType.Void, apiVersion, undocumented: true);
            eventFunction.AddParameter("pathName", ApiType.String);
            type.MergeEventFunction(eventFunction, apiVersion);

            eventFunction = new UnityApiEventFunction("OnGeneratedCSProjectFiles", true, ApiType.Void, apiVersion, undocumented: true);
            type.MergeEventFunction(eventFunction, apiVersion);

            // Technically, return type is optional
            eventFunction = new UnityApiEventFunction("OnPreGeneratingCSProjectFiles", true, ApiType.Bool, apiVersion,  undocumented: true);
            type.MergeEventFunction(eventFunction, apiVersion);

            // From AssetModificationProcessorInternal
            type = unityApi.FindType("AssetModificationProcessor");
            eventFunction = new UnityApiEventFunction("OnStatusUpdated", true, ApiType.Void, apiVersion, undocumented: true);
            type.MergeEventFunction(eventFunction, apiVersion);

            // ScriptableObject
            // From Shawn White @ Unity (
            // OnValidate's behavior on ScriptableObject is the same as on MonoBehaviour. OnValidate is a non-static
            // method which is invoked from native and isn't picky about visibility (it'll get invoked regardless of
            // visibility). OnValidate is different from the other magic methods in that it only gets invoked from
            // the Editor. A good practice is to wrap OnValidate with #if UNITY_EDITOR so that the function can be
            // stripped out for deployment.
            // To expand on ScriptableObject a bit. Native Unity code doesn't distinguish between MonoBehaviour and
            // ScriptableObject. They are the same native type (it's confusing, I know, and everyone gets tripped up
            // by it that looks at the native code base). The only difference is in how the object is used,
            // MonoBehaviours live on GameObjects, while ScriptableObjects can live alone.So in general, all magic
            // methods that would make sense without a GameObject context should work and be implemented for
            // ScriptableObjects. Off the top of my head this includes, Awake, OnEnable, OnDisable, OnDestroy,
            // OnValidate, and Reset, but there could be more.
            type = unityApi.FindType("ScriptableObject");

            eventFunction = new UnityApiEventFunction("OnValidate", false, ApiType.Void, apiVersion,
                description: "This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).",
                undocumented: true);
            type.MergeEventFunction(eventFunction, apiVersion);

            eventFunction = new UnityApiEventFunction("Reset", false, ApiType.Void, apiVersion,
                description: "Reset to default values.", undocumented: true);
            type.MergeEventFunction(eventFunction, apiVersion);
Exemple #2
        public static void Main(string[] args)
            var progPath = Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles);
            var dataPath = Path.Combine(progPath, @"Unity\Editor\Data");
            var monoPath = Path.Combine(dataPath, @"Mono\lib\mono\unity");
            var basePath = Path.Combine(dataPath, @"Managed");

            TypeResolver.AddAssembly(Assembly.LoadFrom(Path.Combine(basePath, @"UnityEngine.dll")));
            TypeResolver.AddAssembly(Assembly.LoadFrom(Path.Combine(monoPath, @"UnityScript.dll")));
            TypeResolver.AddAssembly(Assembly.LoadFrom(Path.Combine(basePath, @"UnityEditor.dll")));

            var unityApi = new UnityApi();
            var parser = new ApiParser(unityApi, ScriptReferenceRelativePath);

            parser.Progress += (s, e) =>
                var cursorTop = Console.CursorTop;
                Console.WriteLine("{0,5} / {1,5} ({2,3}%)", e.Current, e.Total, e.Percent);
                Console.SetCursorPosition(0, cursorTop);

            foreach (var doc in Docs)
                parser.ParseFolder(doc.Item1, doc.Item2);
                AddUndocumentApis(unityApi, doc.Item2);

            using (var writer = new XmlTextWriter(@"api.xml", Encoding.UTF8) {Formatting = Formatting.Indented})

            // Console.WriteLine( "Press <Enter> key to continue..." );
            // Console.ReadLine();
 public ApiParser(UnityApi api, string scriptReferenceRelativePath)
     this.api = api;
     myScriptReferenceRelativePath = scriptReferenceRelativePath;