public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0) { var iCall = ICallHelper.GetICall <d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal"); var ptr = iCall(((Il2CppStructArray <byte>)binary).Pointer, crc); return(new AssetBundle(ptr)); }
public static AssetBundle LoadFromFile(string path) { var iCall = ICallHelper.GetICall <d_LoadFromFile>("UnityEngine.AssetBundle::LoadFromFile_Internal"); var ptr = iCall.Invoke(IL2CPP.ManagedStringToIl2Cpp(path), 0u, 0UL); return(new AssetBundle(ptr)); }
public static bool LoadImage(this Texture2D tex, byte[] data, bool markNonReadable) { var il2cppArray = (Il2CppStructArray <byte>)data; var iCall = ICallHelper.GetICall <d_LoadImage>("UnityEngine.ImageConversion::LoadImage"); return(iCall.Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable)); }
public static GameObject[] GetRootGameObjects(Scene scene) { var list = new Il2CppSystem.Collections.Generic.List <GameObject>(GetRootCount(scene)); var iCall = ICallHelper.GetICall <d_GetRootGameObjects>("UnityEngine.SceneManagement.Scene::GetRootGameObjectsInternal"); iCall.Invoke(scene.handle, list.Pointer); return(list.ToArray()); }
public ConverterHelper(DataContext dataContext, ICodificationHelper codificationHelper, ICallHelper callHelper, IUserHelper userHelper) { _dataContext = dataContext; _codificationHelper = codificationHelper; _callHelper = callHelper; _userHelper = userHelper; }
public static UnityEngine.Object[] FindObjectsOfTypeAll(Type type) { #if MONO return(UnityEngine.Resources.FindObjectsOfTypeAll(type)); #else var iCall = ICallHelper.GetICall <d_FindObjectsOfTypeAll>("UnityEngine.Resources::FindObjectsOfTypeAll"); var cppType = Il2CppType.From(type); return(new Il2CppReferenceArray <UnityEngine.Object>(iCall.Invoke(cppType.Pointer))); #endif }
public UnityEngine.Object[] LoadAllAssets() { var iCall = ICallHelper.GetICall <d_LoadAssetWithSubAssets_Internal>("UnityEngine.AssetBundle::LoadAssetWithSubAssets_Internal"); var ptr = iCall.Invoke(m_bundlePtr, IL2CPP.ManagedStringToIl2Cpp(""), Il2CppType.Of <UnityEngine.Object>().Pointer); if (ptr == IntPtr.Zero) { return(new UnityEngine.Object[0]); } return(new Il2CppReferenceArray <UnityEngine.Object>(ptr)); }
public SeedDb(DataContext dataContext, IUserHelper userHelper, ICodificationHelper codificationHelper, IArrivalsHelper arrivalsHelper, ICallHelper callHelper) { _dataContext = dataContext; _userHelper = userHelper; _codificationHelper = codificationHelper; _arrivalsHelper = arrivalsHelper; _callHelper = callHelper; }
public T LoadAsset <T>(string name) where T : UnityEngine.Object { var iCall = ICallHelper.GetICall <d_LoadAsset_Internal>("UnityEngine.AssetBundle::LoadAsset_Internal"); var ptr = iCall.Invoke(m_bundlePtr, IL2CPP.ManagedStringToIl2Cpp(name), Il2CppType.Of <T>().Pointer); if (ptr == IntPtr.Zero) { return(null); } return(new UnityEngine.Object(ptr).TryCast <T>()); }
public static byte[] EncodeToPNG(this Texture2D tex) { var iCall = ICallHelper.GetICall <d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG"); IntPtr ptr = iCall.Invoke(tex.Pointer); if (ptr == IntPtr.Zero) { return(null); } return(new Il2CppStructArray <byte>(ptr)); }
public CallsController(DataContext dataContext, IConverterHelper converterHelper, ICallHelper callHelper, IArrivalsHelper arrivalsHelper, IUserHelper userHelper, ICombosHelper combosHelper) { _dataContext = dataContext; _converterHelper = converterHelper; _callHelper = callHelper; _arrivalsHelper = arrivalsHelper; _userHelper = userHelper; _combosHelper = combosHelper; }
public static bool LoadImage(this Texture2D tex, byte[] data, bool markNonReadable) { var il2cppArray = new Il2CppStructArray <byte>(data.Length); for (int i = 0; i < data.Length; i++) { il2cppArray[i] = data[i]; } var ret = ICallHelper.GetICall <d_LoadImage>("UnityEngine.ImageConversion::LoadImage") .Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable); return(ret); }
public static GameObject[] GetRootGameObjects(int handle) { if (handle == -1) { return(new GameObject[0]); } Il2CppSystem.Collections.Generic.List <GameObject> list = new Il2CppSystem.Collections.Generic.List <GameObject>(GetRootCount(handle)); d_GetRootGameObjects iCall = ICallHelper.GetICall <d_GetRootGameObjects>("UnityEngine.SceneManagement.Scene::GetRootGameObjectsInternal"); iCall.Invoke(handle, list.Pointer); return(list.ToArray()); }
public static Sprite CreateSprite(Texture texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, Vector4 border) { var iCall = ICallHelper.GetICall <d_CreateSprite>("UnityEngine.Sprite::CreateSprite_Injected"); var ptr = iCall.Invoke(texture.Pointer, ref rect, ref pivot, pixelsPerUnit, extrude, 1, ref border, false); if (ptr == IntPtr.Zero) { return(null); } else { return(new Sprite(ptr)); } }
public static UnityEngine.Object[] FindObjectsOfTypeAll(Il2CppSystem.Type type) { var arrayPtr = ICallHelper.GetICall <d_FindObjectsOfTypeAll>("UnityEngine.Resources::FindObjectsOfTypeAll") .Invoke(type.Pointer); var array = new Il2CppReferenceArray <UnityEngine.Object>(arrayPtr); var ret = new UnityEngine.Object[array.Length]; for (int i = 0; i < array.Length; i++) { ret[i] = array[i]; } return(ret); }
public static byte[] EncodeToPNG(this Texture2D tex) { var data = ICallHelper.GetICall <d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG") .Invoke(tex.Pointer); // The Il2Cpp EncodeToPNG() method does return System.Byte[], // but for some reason it is not recognized or valid. // Simple fix is iterating into a new array manually. byte[] safeData = new byte[data.Length]; for (int i = 0; i < data.Length; i++) { safeData[i] = (byte)data[i]; } return(safeData); }
public static int GetRootCount(int handle) { return(ICallHelper.GetICall <d_GetRootCountInternal>("UnityEngine.SceneManagement.Scene::GetRootCountInternal") .Invoke(handle)); }
public static int GetRootCount(int handle) { GetRootCountInternal_delegate iCall = ICallHelper.GetICall <GetRootCountInternal_delegate>("UnityEngine.SceneManagement.Scene::GetRootCountInternal"); return(iCall.Invoke(handle)); }
public static void ResetInputAxes() => ICallHelper.GetICall <d_ResetInputAxes>("UnityEngine.Input::ResetInputAxes").Invoke();
public static string LayerToName(int layer) { var iCall = ICallHelper.GetICall <d_LayerToName>("UnityEngine.LayerMask::LayerToName"); return(IL2CPP.Il2CppStringToManaged(iCall.Invoke(layer))); }