#nullable enable using MemoryPack.Formatters; using UnityEngine; namespace MemoryPack { public static partial class MemoryPackFormatterProvider { static void UnityRegister() where T : unmanaged { Register(new UnmanagedFormatter()); Register(new UnmanagedArrayFormatter()); Register(new ListFormatter()); Register(new NullableFormatter()); } static partial void RegisterInitialFormatters() { // struct UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); Register(new UnmanagedFormatter()); UnityRegister(); UnityRegister(); UnityRegister(); Register(new UnmanagedFormatter()); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); UnityRegister(); // class if (!IsRegistered()) { Register(new AnimationCurveFormatter()); Register(new ArrayFormatter()); Register(new ListFormatter()); } if (!IsRegistered()) { Register(new GradientFormatter()); Register(new ArrayFormatter()); Register(new ListFormatter()); } if (!IsRegistered()) { Register(new RectOffsetFormatter()); Register(new ArrayFormatter()); Register(new ListFormatter()); } } } }