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@@ -0,0 +1,398 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2023 遂沫
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -0,0 +1,194 @@
|
||||
> [!NOTE]\
|
||||
> 有新的功能建议或者Bug可以提交Issues (当然你也可以尝试自己修改代码后提交到该仓库\
|
||||
> New feature suggestions or bugs can be commit as issues. Of course, you can also try modifying the code yourself and then commit it to the repository.
|
||||
> > Dome
|
||||
> > - [Phasmophobia Cheat](https://github.com/issuimo/PhasmophobiaCheat/tree/main)
|
||||
|
||||
> 如果是MSVC编译器请打开SEH选项 \
|
||||
> If using the MSVC compiler, please open the SEH option. \
|
||||
> 对于高版本安卓程序崩溃的可能问题请参阅 [link](https://github.com/issuimo/UnityResolve.hpp/issues/11) \
|
||||
> For potential issues related to crashes in higher version Android programs, please refer to the link [link](https://github.com/issuimo/UnityResolve.hpp/issues/11)
|
||||
<hr>
|
||||
<h3 align="center">简要概述 (Brief overview)</h3>
|
||||
<hr>
|
||||
|
||||
# UnityResolve.hpp
|
||||
> ### 支持的平台 (Supported platforms)
|
||||
> - [X] Windows
|
||||
> - [X] Android
|
||||
> - [X] Linux
|
||||
> ### 类型 (Type)
|
||||
> - [X] Camera
|
||||
> - [X] Transform
|
||||
> - [X] Component
|
||||
> - [X] Object (Unity)
|
||||
> - [X] LayerMask
|
||||
> - [X] Rigidbody
|
||||
> - [x] MonoBehaviour
|
||||
> - [x] Renderer
|
||||
> - [x] Mesh
|
||||
> - [X] Behaviour
|
||||
> - [X] Physics
|
||||
> - [X] GameObject
|
||||
> - [X] Collider
|
||||
> - [X] Vector4
|
||||
> - [X] Vector3
|
||||
> - [X] Vector2
|
||||
> - [X] Quaternion
|
||||
> - [X] Bounds
|
||||
> - [X] Plane
|
||||
> - [X] Ray
|
||||
> - [X] Rect
|
||||
> - [X] Color
|
||||
> - [X] Matrix4x4
|
||||
> - [X] Array
|
||||
> - [x] String
|
||||
> - [x] Object (C#)
|
||||
> - [X] Type (C#)
|
||||
> - [X] List
|
||||
> - [X] Dictionary
|
||||
> - [X] Animator
|
||||
> - [X] CapsuleCollider
|
||||
> - [X] BoxCollider
|
||||
> - [X] Time
|
||||
> - More...
|
||||
> ### 功能 (Function)
|
||||
> - [X] DumpToFile
|
||||
> - [X] 附加线程 (Thread Attach / Detach)
|
||||
> - [X] 修改静态变量值 (Modifying the value of a static variable)
|
||||
> - [X] 获取对象 (Obtaining an instance)
|
||||
> - [X] 创建C#字符串 (Create C# String)
|
||||
> - [X] 创建C#数组 (Create C# Array)
|
||||
> - [X] 创建C#对象 (Create C# instance)
|
||||
> - [X] 世界坐标转屏幕坐标/屏幕坐标转世界坐标 (WorldToScreenPoint/ScreenToWorldPoint)
|
||||
> - [X] 获取继承子类的名称 (Get the name of the inherited subclass)
|
||||
> - [X] 获取函数地址(变量偏移) 及调用(修改/获取) (Get the function address (variable offset) and invoke (modify/get))
|
||||
> - [x] 获取Gameobject组件 (Get GameObject component)
|
||||
> - More...
|
||||
<hr>
|
||||
<h3 align="center">功能使用 (How to use)</h3>
|
||||
<hr>
|
||||
|
||||
#### 更改平台 (Change platform)
|
||||
> ``` c++
|
||||
> #define WINDOWS_MODE 1 // 如果需要请改为 1 | 1 if you need
|
||||
> #define ANDROID_MODE 0
|
||||
> #define LINUX_MODE 0
|
||||
> ```
|
||||
|
||||
#### 初始化 (Initialization)
|
||||
> ``` c++
|
||||
> UnityResolve::Init(GetModuleHandle(L"GameAssembly.dll | mono.dll"), UnityResolve::Mode::Mono);
|
||||
> // Linux or Android
|
||||
> UnityResolve::Init(dlopen(L"GameAssembly.so | mono.so", RTLD_NOW), UnityResolve::Mode::Mono);
|
||||
> ```
|
||||
> 参数1: dll句柄 \
|
||||
> Parameter 1: DLL handle \
|
||||
> 参数2: 使用模式 \
|
||||
> Parameter 2: Usage mode
|
||||
> - Mode::Il2cpp
|
||||
> - Mode::Mono
|
||||
|
||||
#### 附加线程 (Thread Attach / Detach)
|
||||
> ``` c++
|
||||
> // C# GC Attach
|
||||
> UnityResolve::ThreadAttach();
|
||||
>
|
||||
> // C# GC Detach
|
||||
> UnityResolve::ThreadDetach();
|
||||
> ```
|
||||
|
||||
#### 获取函数地址(变量偏移) 及调用(修改/获取) (Get the function address (variable offset) and invoke (modify/get))
|
||||
> ``` c++
|
||||
> const auto assembly = UnityResolve::Get("assembly.dll | 程序集名称.dll");
|
||||
> const auto pClass = assembly->Get("className | 类名称");
|
||||
> // assembly->Get("className | 类名称", "*");
|
||||
> // assembly->Get("className | 类名称", "namespace | 空间命名");
|
||||
>
|
||||
> const auto field = pClass->Get<UnityResolve::Field>("Field Name | 变量名");
|
||||
> const auto fieldOffset = pClass->Get<std::int32_t>("Field Name | 变量名");
|
||||
> const int time = pClass->GetValue<int>(obj Instance | 对象地址, "time");
|
||||
> // pClass->GetValue(obj Instance*, name);
|
||||
> = pClass->SetValue<int>(obj Instance | 对象地址, "time", 114514);
|
||||
> // pClass->SetValue(obj Instance*, name, value);
|
||||
> const auto method = pClass->Get<UnityResolve::Method>("Method Name | 函数名");
|
||||
> // pClass->Get<UnityResolve::Method>("Method Name | 函数名", { "System.String" });
|
||||
> // pClass->Get<UnityResolve::Method>("Method Name | 函数名", { "*", "System.String" });
|
||||
> // pClass->Get<UnityResolve::Method>("Method Name | 函数名", { "*", "", "System.String" });
|
||||
> // pClass->Get<UnityResolve::Method>("Method Name | 函数名", { "*", "System.Int32", "System.String" });
|
||||
> // pClass->Get<UnityResolve::Method>("Method Name | 函数名", { "*", "System.Int32", "System.String", "*" });
|
||||
> // "*" == ""
|
||||
>
|
||||
> const auto functionPtr = method->function;
|
||||
>
|
||||
> const auto method1 = pClass->Get<UnityResolve::Method>("method name1 | 函数名称1");
|
||||
> const auto method2 = pClass->Get<UnityResolve::Method>("method name2 | 函数名称2");
|
||||
>
|
||||
> method1->Invoke<int>(114, 514, "114514");
|
||||
> // Invoke<return type>(args...);
|
||||
>
|
||||
> const auto ptr = method2->Cast<void, int, bool>();
|
||||
> // Cast<return type, args...>(void);
|
||||
> ptr(114514, true);
|
||||
> ```
|
||||
|
||||
#### 转存储到文件 (DumpToFile)
|
||||
> ``` C++
|
||||
> UnityResolve::DumpToFile("./output/");
|
||||
> ```
|
||||
|
||||
#### 创建C#字符串 (Create C# String)
|
||||
> ``` c++
|
||||
> const auto str = UnityResolve::UnityType::String::New("string | 字符串");
|
||||
> std::string cppStr = str.ToString();
|
||||
> ```
|
||||
|
||||
#### 创建C#数组 (Create C# Array)
|
||||
> ``` c++
|
||||
> const auto assembly = UnityResolve::Get("assembly.dll | 程序集名称.dll");
|
||||
> const auto pClass = assembly->Get("className | 类名称");
|
||||
> const auto array = UnityResolve::UnityType::Array<T>::New(pClass, size);
|
||||
> std::vector<T> cppVector = array.ToVector();
|
||||
> ```
|
||||
|
||||
#### 创建C#对象 (Create C# instance)
|
||||
> ``` c++
|
||||
> const auto assembly = UnityResolve::Get("assembly.dll | 程序集名称.dll");
|
||||
> const auto pClass = assembly->Get("className | 类名称");
|
||||
> const auto pGame = pClass->New<Game*>();
|
||||
> ```
|
||||
|
||||
#### 获取对象 (Obtaining an instance)
|
||||
> ``` c++
|
||||
> const auto assembly = UnityResolve::Get("assembly.dll | 程序集名称.dll");
|
||||
> const auto pClass = assembly->Get("className | 类名称");
|
||||
> std::vector<Player*> playerVector = pClass->FindObjectsByType<Player*>();
|
||||
> // FindObjectsByType<return type>(void);
|
||||
> playerVector.size();
|
||||
> ```
|
||||
|
||||
#### 世界坐标转屏幕坐标/屏幕坐标转世界坐标 (WorldToScreenPoint/ScreenToWorldPoint)
|
||||
> ``` c++
|
||||
> Camera* pCamera = UnityResolve::UnityType::Camera::GetMain();
|
||||
> Vector3 point = pCamera->WorldToScreenPoint(Vector3, Eye::Left);
|
||||
> Vector3 world = pCamera->ScreenToWorldPoint(point, Eye::Left);
|
||||
> ```
|
||||
|
||||
#### 获取继承子类的名称 (Get the name of the inherited subclass)
|
||||
> ``` c++
|
||||
> const auto assembly = UnityResolve::Get("UnityEngine.CoreModule.dll");
|
||||
> const auto pClass = assembly->Get("MonoBehaviour");
|
||||
> Parent* pParent = pClass->FindObjectsByType<Parent*>()[0];
|
||||
> std::string child = pParent->GetType()->GetFullName();
|
||||
> ```
|
||||
|
||||
#### 获取Gameobject组件 (Get GameObject component)
|
||||
> ``` c++
|
||||
> std::vector<T*> objs = gameobj->GetComponents<T*>(UnityResolve::Get("assembly.dll")->Get("class")));
|
||||
> // gameobj->GetComponents<return type>(Class* component)
|
||||
> std::vector<T*> objs = gameobj->GetComponentsInChildren<T*>(UnityResolve::Get("assembly.dll")->Get("class")));
|
||||
> // gameobj->GetComponentsInChildren<return type>(Class* component)
|
||||
> std::vector<T*> objs = gameobj->GetComponentsInParent<T*>(UnityResolve::Get("assembly.dll")->Get("class")));
|
||||
> // gameobj->GetComponentsInParent<return type>(Class* component)
|
||||
> ```
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user