public class AOTGenericReferences : UnityEngine.MonoBehaviour { // {{ constraint implement type // }} // {{ AOT generic type //GFGGame.Launcher.SingletonMonoBase`1 //System.Action`1 //System.Action`2 //System.Action`2 //System.ArraySegment`1 //System.Collections.Concurrent.ConcurrentQueue`1 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2 //System.Collections.Generic.Dictionary`2/Enumerator //System.Collections.Generic.Dictionary`2/Enumerator //System.Collections.Generic.Dictionary`2/Enumerator //System.Collections.Generic.Dictionary`2/KeyCollection //System.Collections.Generic.Dictionary`2/KeyCollection //System.Collections.Generic.Dictionary`2/KeyCollection //System.Collections.Generic.Dictionary`2/KeyCollection //System.Collections.Generic.Dictionary`2/KeyCollection/Enumerator //System.Collections.Generic.Dictionary`2/KeyCollection/Enumerator //System.Collections.Generic.Dictionary`2/KeyCollection/Enumerator //System.Collections.Generic.Dictionary`2/ValueCollection //System.Collections.Generic.Dictionary`2/ValueCollection //System.Collections.Generic.Dictionary`2/ValueCollection //System.Collections.Generic.Dictionary`2/ValueCollection/Enumerator //System.Collections.Generic.Dictionary`2/ValueCollection/Enumerator //System.Collections.Generic.HashSet`1 //System.Collections.Generic.HashSet`1 //System.Collections.Generic.HashSet`1 //System.Collections.Generic.HashSet`1/Enumerator //System.Collections.Generic.HashSet`1/Enumerator //System.Collections.Generic.IComparer`1 //System.Collections.Generic.IEnumerable`1> //System.Collections.Generic.IEnumerable`1 //System.Collections.Generic.IEnumerable`1> //System.Collections.Generic.IEnumerator`1 //System.Collections.Generic.IEnumerator`1> //System.Collections.Generic.IEnumerator`1> //System.Collections.Generic.KeyValuePair`2 //System.Collections.Generic.KeyValuePair`2 //System.Collections.Generic.KeyValuePair`2 //System.Collections.Generic.KeyValuePair`2 //System.Collections.Generic.KeyValuePair`2 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1> //System.Collections.Generic.List`1 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1 //System.Collections.Generic.List`1/Enumerator //System.Collections.Generic.List`1/Enumerator //System.Collections.Generic.List`1/Enumerator //System.Collections.Generic.List`1/Enumerator //System.Collections.Generic.Queue`1 //System.Collections.Generic.Queue`1> //System.Collections.Generic.Queue`1 //System.Collections.Generic.Queue`1 //System.Collections.Generic.Queue`1 //System.Collections.Generic.Queue`1 //System.Collections.Generic.SortedDictionary`2 //System.Collections.Generic.SortedDictionary`2/Enumerator //System.Comparison`1 //System.Comparison`1 //System.EventHandler`1 //System.Func`2 //System.Func`2,System.Int32> //System.Func`2 //System.Func`2,System.Object> //System.Predicate`1 //System.Runtime.CompilerServices.TaskAwaiter`1 //System.Runtime.CompilerServices.TaskAwaiter`1 //System.Threading.Tasks.Task`1 //System.Threading.Tasks.Task`1 //System.Threading.Tasks.TaskCompletionSource`1 //System.ValueTuple`2 //System.ValueTuple`2 //System.ValueTuple`3 // }} public void RefMethods() { // System.Object GFGGame.GFGAsset::Load(System.String) // GFGGame.GameConfig/Result LitJson.JsonMapper::ToObject(System.String) // System.Void ProtoBuf.Serializer::Serialize(System.IO.Stream,System.Object) // ET.WaitType.Wait_CreateMyUnit System.Activator::CreateInstance() // System.Object System.Activator::CreateInstance() // ET.WaitType.Wait_SceneChangeFinish System.Activator::CreateInstance() // System.Object[] System.Array::Empty() // System.Int32 System.Array::IndexOf(System.Int32[],System.Int32) // System.Int32 System.Array::IndexOf(System.Object[],System.Object) // System.Void System.Array::Sort(System.Int32[],System.Comparison`1) // System.Collections.Generic.IEnumerable`1 System.Linq.Enumerable::Concat(System.Collections.Generic.IEnumerable`1,System.Collections.Generic.IEnumerable`1) // System.Int32 System.Linq.Enumerable::Count(System.Collections.Generic.IEnumerable`1) // System.Collections.Generic.KeyValuePair`2 System.Linq.Enumerable::ElementAt>(System.Collections.Generic.IEnumerable`1>,System.Int32) // System.Collections.Generic.KeyValuePair`2 System.Linq.Enumerable::ElementAt>(System.Collections.Generic.IEnumerable`1>,System.Int32) // System.Linq.IOrderedEnumerable`1 System.Linq.Enumerable::OrderBy(System.Collections.Generic.IEnumerable`1,System.Func`2) // System.Linq.IOrderedEnumerable`1> System.Linq.Enumerable::OrderBy,System.Object>(System.Collections.Generic.IEnumerable`1>,System.Func`2,System.Object>) // System.Linq.IOrderedEnumerable`1> System.Linq.Enumerable::OrderByDescending,System.Int32>(System.Collections.Generic.IEnumerable`1>,System.Func`2,System.Int32>) // System.Int64[] System.Linq.Enumerable::ToArray(System.Collections.Generic.IEnumerable`1) // ET.Session/RpcInfo[] System.Linq.Enumerable::ToArray(System.Collections.Generic.IEnumerable`1) // System.Object[] System.Linq.Enumerable::ToArray(System.Collections.Generic.IEnumerable`1) // System.Collections.Generic.List`1 System.Linq.Enumerable::ToList(System.Collections.Generic.IEnumerable`1) // System.Collections.Generic.List`1 System.Linq.Enumerable::ToList(System.Collections.Generic.IEnumerable`1) // System.Collections.Generic.IEnumerable`1 System.Linq.Enumerable::Where(System.Collections.Generic.IEnumerable`1,System.Func`2) // System.Object System.Reflection.CustomAttributeExtensions::GetCustomAttribute(System.Reflection.MemberInfo) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder::AwaitUnsafeOnCompleted,System.Object>(System.Runtime.CompilerServices.TaskAwaiter`1&,System.Object&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder::Start(System.Object&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder::AwaitUnsafeOnCompleted(System.Object&,System.Object&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder::AwaitUnsafeOnCompleted(System.Runtime.CompilerServices.TaskAwaiter&,System.Object&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder::Start(System.Object&) // System.Object UnityEditor.AssetDatabase::LoadAssetAtPath(System.String) // System.Object UnityEngine.Component::GetComponent() // System.Object[] UnityEngine.Component::GetComponentsInChildren() // System.Object UnityEngine.GameObject::AddComponent() // System.Object UnityEngine.GameObject::GetComponent() // System.Object[] UnityEngine.GameObject::GetComponentsInChildren() // System.Object UnityEngine.Object::Instantiate(System.Object) } }