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UnityCsReference
/
Runtime
/
Export
/
PlayerLoop
/
PlayerLoop.bindings.cs
UnityCsReference
/
Runtime
/
Export
/
PlayerLoop
/
PlayerLoop.bindings.cs
PlayerLoop.bindings.cs 14.10 KB
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Unity Technologies 提交于 2020年04月14日 22:50 +08:00 . Unity 202020a7 C# reference source code
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Bindings;
namespace UnityEngine.PlayerLoop
{
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct Initialization
{
[RequiredByNativeCode]
public struct PlayerUpdateTime {}
[RequiredByNativeCode]
public struct UpdateCameraMotionVectors {}
[RequiredByNativeCode]
public struct DirectorSampleTime {}
[RequiredByNativeCode]
public struct AsyncUploadTimeSlicedUpdate {}
[RequiredByNativeCode]
public struct SynchronizeState {}
[RequiredByNativeCode]
public struct SynchronizeInputs {}
[RequiredByNativeCode]
public struct XREarlyUpdate {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct EarlyUpdate
{
[RequiredByNativeCode]
public struct PollPlayerConnection {}
[RequiredByNativeCode]
public struct ProfilerStartFrame {}
[RequiredByNativeCode]
public struct PollHtcsPlayerConnection {}
[RequiredByNativeCode]
public struct GpuTimestamp {}
[RequiredByNativeCode]
public struct AnalyticsCoreStatsUpdate {}
[RequiredByNativeCode]
public struct UnityWebRequestUpdate {}
[RequiredByNativeCode]
public struct UpdateStreamingManager {}
[RequiredByNativeCode]
public struct ExecuteMainThreadJobs {}
[RequiredByNativeCode]
public struct ProcessMouseInWindow {}
[RequiredByNativeCode]
public struct ClearIntermediateRenderers {}
[RequiredByNativeCode]
public struct ClearLines {}
[RequiredByNativeCode]
public struct PresentBeforeUpdate {}
[RequiredByNativeCode]
public struct ResetFrameStatsAfterPresent {}
[RequiredByNativeCode]
public struct UpdateAsyncReadbackManager {}
[RequiredByNativeCode]
public struct UpdateTextureStreamingManager {}
[RequiredByNativeCode]
public struct UpdatePreloading {}
[RequiredByNativeCode]
public struct RendererNotifyInvisible {}
[RequiredByNativeCode]
public struct PlayerCleanupCachedData {}
[RequiredByNativeCode]
public struct UpdateMainGameViewRect {}
[RequiredByNativeCode]
public struct UpdateCanvasRectTransform {}
[RequiredByNativeCode]
public struct UpdateInputManager {}
[RequiredByNativeCode]
public struct ProcessRemoteInput {}
[RequiredByNativeCode]
public struct XRUpdate {}
[RequiredByNativeCode]
public struct ScriptRunDelayedStartupFrame {}
[RequiredByNativeCode]
public struct UpdateKinect {}
[RequiredByNativeCode]
public struct DeliverIosPlatformEvents {}
[RequiredByNativeCode]
public struct DispatchEventQueueEvents {}
[RequiredByNativeCode]
public struct PhysicsResetInterpolatedTransformPosition {}
[RequiredByNativeCode]
public struct SpriteAtlasManagerUpdate {}
[RequiredByNativeCode]
[Obsolete("TangoUpdate has been deprecated. Use ARCoreUpdate instead (UnityUpgradable) -> UnityEngine.PlayerLoop.EarlyUpdate/ARCoreUpdate", false)]
public struct TangoUpdate {}
[RequiredByNativeCode]
public struct ARCoreUpdate {}
[RequiredByNativeCode]
public struct PerformanceAnalyticsUpdate {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct FixedUpdate
{
[RequiredByNativeCode]
public struct ClearLines {}
[RequiredByNativeCode]
public struct DirectorFixedSampleTime {}
[RequiredByNativeCode]
public struct AudioFixedUpdate {}
[RequiredByNativeCode]
public struct ScriptRunBehaviourFixedUpdate {}
[RequiredByNativeCode]
public struct DirectorFixedUpdate {}
[RequiredByNativeCode]
public struct LegacyFixedAnimationUpdate {}
[RequiredByNativeCode]
public struct XRFixedUpdate {}
[RequiredByNativeCode]
public struct PhysicsFixedUpdate {}
[RequiredByNativeCode]
public struct Physics2DFixedUpdate {}
[RequiredByNativeCode]
public struct DirectorFixedUpdatePostPhysics {}
[RequiredByNativeCode]
public struct ScriptRunDelayedFixedFrameRate {}
[RequiredByNativeCode]
public struct NewInputFixedUpdate {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct PreUpdate
{
[RequiredByNativeCode]
public struct PhysicsUpdate {}
[RequiredByNativeCode]
public struct Physics2DUpdate {}
[RequiredByNativeCode]
public struct CheckTexFieldInput {}
[RequiredByNativeCode]
public struct IMGUISendQueuedEvents {}
[RequiredByNativeCode]
public struct SendMouseEvents {}
[RequiredByNativeCode]
public struct AIUpdate {}
[RequiredByNativeCode]
public struct WindUpdate {}
[RequiredByNativeCode]
public struct UpdateVideo {}
[RequiredByNativeCode]
public struct NewInputUpdate {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct Update
{
[RequiredByNativeCode]
public struct ScriptRunBehaviourUpdate {}
[RequiredByNativeCode]
public struct DirectorUpdate {}
[RequiredByNativeCode]
public struct ScriptRunDelayedDynamicFrameRate {}
[RequiredByNativeCode]
public struct ScriptRunDelayedTasks {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct PreLateUpdate
{
[RequiredByNativeCode]
public struct AIUpdatePostScript {}
[RequiredByNativeCode]
public struct DirectorUpdateAnimationBegin {}
[RequiredByNativeCode]
public struct LegacyAnimationUpdate {}
[RequiredByNativeCode]
public struct DirectorUpdateAnimationEnd {}
[RequiredByNativeCode]
public struct DirectorDeferredEvaluate {}
[RequiredByNativeCode]
public struct UpdateNetworkManager {}
[RequiredByNativeCode]
public struct UpdateMasterServerInterface {}
[RequiredByNativeCode]
public struct UNetUpdate {}
[RequiredByNativeCode]
public struct EndGraphicsJobsAfterScriptUpdate {}
[RequiredByNativeCode]
public struct ParticleSystemBeginUpdateAll {}
[RequiredByNativeCode]
public struct ScriptRunBehaviourLateUpdate {}
[RequiredByNativeCode]
public struct ConstraintManagerUpdate {}
}
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.PlayerLoop")]
public struct PostLateUpdate
{
[RequiredByNativeCode]
public struct PlayerSendFrameStarted {}
[RequiredByNativeCode]
public struct UpdateRectTransform {}
[RequiredByNativeCode]
public struct UpdateCanvasRectTransform {}
[RequiredByNativeCode]
public struct PlayerUpdateCanvases {}
[RequiredByNativeCode]
public struct UpdateAudio {}
[RequiredByNativeCode]
public struct UpdateVideo {}
[RequiredByNativeCode]
public struct DirectorLateUpdate {}
[RequiredByNativeCode]
public struct ScriptRunDelayedDynamicFrameRate {}
[RequiredByNativeCode]
public struct VFXUpdate {}
[RequiredByNativeCode]
public struct ParticleSystemEndUpdateAll {}
[RequiredByNativeCode]
public struct EndGraphicsJobsAfterScriptLateUpdate {}
[RequiredByNativeCode]
public struct UpdateSubstance {}
[RequiredByNativeCode]
public struct UpdateCustomRenderTextures {}
[RequiredByNativeCode]
public struct UpdateAllRenderers {}
[RequiredByNativeCode]
public struct UpdateLightProbeProxyVolumes {}
[RequiredByNativeCode]
public struct EnlightenRuntimeUpdate {}
[RequiredByNativeCode]
public struct UpdateAllSkinnedMeshes {}
[RequiredByNativeCode]
public struct ProcessWebSendMessages {}
[RequiredByNativeCode]
public struct SortingGroupsUpdate {}
[RequiredByNativeCode]
public struct UpdateVideoTextures {}
[RequiredByNativeCode]
public struct DirectorRenderImage {}
[RequiredByNativeCode]
public struct PlayerEmitCanvasGeometry {}
[RequiredByNativeCode]
public struct FinishFrameRendering {}
[RequiredByNativeCode]
public struct BatchModeUpdate {}
[RequiredByNativeCode]
public struct PlayerSendFrameComplete {}
[RequiredByNativeCode]
public struct UpdateCaptureScreenshot {}
[RequiredByNativeCode]
public struct PresentAfterDraw {}
[RequiredByNativeCode]
public struct ClearImmediateRenderers {}
[RequiredByNativeCode]
public struct XRPostPresent {}
[RequiredByNativeCode]
public struct UpdateResolution {}
[RequiredByNativeCode]
public struct InputEndFrame {}
[RequiredByNativeCode]
public struct GUIClearEvents {}
[RequiredByNativeCode]
public struct ShaderHandleErrors {}
[RequiredByNativeCode]
public struct ResetInputAxis {}
[RequiredByNativeCode]
public struct ThreadedLoadingDebug {}
[RequiredByNativeCode]
public struct ProfilerSynchronizeStats {}
[RequiredByNativeCode]
public struct MemoryFrameMaintenance {}
[RequiredByNativeCode]
public struct ExecuteGameCenterCallbacks {}
[RequiredByNativeCode]
public struct ProfilerEndFrame {}
[RequiredByNativeCode]
public struct PlayerSendFramePostPresent {}
[RequiredByNativeCode]
public struct PhysicsSkinnedClothBeginUpdate {}
[RequiredByNativeCode]
public struct PhysicsSkinnedClothFinishUpdate {}
[RequiredByNativeCode]
public struct TriggerEndOfFrameCallbacks {}
}
}
namespace UnityEngine.LowLevel
{
[NativeType(Header = "Runtime/Misc/PlayerLoop.h")]
[RequiredByNativeCode]
[MovedFrom("UnityEngine.Experimental.LowLevel")]
struct PlayerLoopSystemInternal
{
public Type type;
public PlayerLoopSystem.UpdateFunction updateDelegate;
public IntPtr updateFunction;
public IntPtr loopConditionFunction;
public int numSubSystems;
}
[MovedFrom("UnityEngine.Experimental.LowLevel")]
public struct PlayerLoopSystem
{
public Type type;
public PlayerLoopSystem[] subSystemList;
public UpdateFunction updateDelegate;
public IntPtr updateFunction;
public IntPtr loopConditionFunction;
public delegate void UpdateFunction();
}
[MovedFrom("UnityEngine.Experimental.LowLevel")]
public class PlayerLoop
{
public static PlayerLoopSystem GetDefaultPlayerLoop()
{
var intSys = GetDefaultPlayerLoopInternal();
var offset = 0;
return InternalToPlayerLoopSystem(intSys, ref offset);
}
public static PlayerLoopSystem GetCurrentPlayerLoop()
{
var intSys = GetCurrentPlayerLoopInternal();
var offset = 0;
return InternalToPlayerLoopSystem(intSys, ref offset);
}
public static void SetPlayerLoop(PlayerLoopSystem loop)
{
var intSys = new List<PlayerLoopSystemInternal>();
PlayerLoopSystemToInternal(loop, ref intSys);
SetPlayerLoopInternal(intSys.ToArray());
}
static int PlayerLoopSystemToInternal(PlayerLoopSystem sys, ref List<PlayerLoopSystemInternal> internalSys)
{
var idx = internalSys.Count;
var newSys = new PlayerLoopSystemInternal
{
type = sys.type,
updateDelegate = sys.updateDelegate,
updateFunction = sys.updateFunction,
loopConditionFunction = sys.loopConditionFunction,
numSubSystems = 0
};
internalSys.Add(newSys);
if (sys.subSystemList != null)
{
for (int i = 0; i < sys.subSystemList.Length; ++i)
{
newSys.numSubSystems += PlayerLoopSystemToInternal(sys.subSystemList[i], ref internalSys);
}
}
internalSys[idx] = newSys;
return newSys.numSubSystems + 1;
}
static PlayerLoopSystem InternalToPlayerLoopSystem(PlayerLoopSystemInternal[] internalSys, ref int offset)
{
var sys = new PlayerLoopSystem
{
type = internalSys[offset].type,
updateDelegate = internalSys[offset].updateDelegate,
updateFunction = internalSys[offset].updateFunction,
loopConditionFunction = internalSys[offset].loopConditionFunction,
subSystemList = null
};
var idx = offset++;
if (internalSys[idx].numSubSystems > 0)
{
var subsys = new List<PlayerLoopSystem>();
while (offset <= idx + internalSys[idx].numSubSystems)
subsys.Add(InternalToPlayerLoopSystem(internalSys, ref offset));
sys.subSystemList = subsys.ToArray();
}
return sys;
}
[NativeMethod(IsFreeFunction = true)]
private static extern PlayerLoopSystemInternal[] GetDefaultPlayerLoopInternal();
[NativeMethod(IsFreeFunction = true)]
private static extern PlayerLoopSystemInternal[] GetCurrentPlayerLoopInternal();
[NativeMethod(IsFreeFunction = true)]
private static extern void SetPlayerLoopInternal(PlayerLoopSystemInternal[] loop);
}
}
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