public static T Instantiate <T>(T original) where T : UnityEngine.Object { return((T)FakePrefab.Instantiate(original, orig_Instantiate_fuck_unity(original))); }
public static UnityEngine.Object Instantiate(UnityEngine.Object original, Vector3 position, Quaternion rotation, Transform parent) { return(FakePrefab.Instantiate(original, orig_Instantiate_oprp(original, position, rotation, parent))); }
public static UnityEngine.Object Instantiate(UnityEngine.Object original, Transform parent) { return(FakePrefab.Instantiate(original, orig_Instantiate_op(original, parent))); }
public static UnityEngine.Object Instantiate(UnityEngine.Object original) { return(FakePrefab.Instantiate(original, orig_Instantiate_o(original))); }
public static UnityEngine.Object Instantiate(UnityEngine.Object original, Transform parent, bool instantiateInWorldSpace) { return(FakePrefab.Instantiate(original, orig_Instantiate_opi(original, parent, instantiateInWorldSpace))); }