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61 lines (45 loc) · 2.67 KB
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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.Runtime.InteropServices;
using UnityEngine.Bindings;
namespace UnityEngine.SceneManagement
{
[NativeHeader("Runtime/Export/SceneManager/Scene.bindings.h")]
[StructLayout(LayoutKind.Sequential)]
public partial struct Scene
{
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static bool IsValidInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static string GetPathInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static void SetPathAndGUIDInternal(int sceneHandle, string path, string guid);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static string GetNameInternal(int sceneHandle);
[NativeThrows]
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static void SetNameInternal(int sceneHandle, string name);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static string GetGUIDInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static bool IsSubScene(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static void SetIsSubScene(int sceneHandle, bool value);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static bool GetIsLoadedInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static Scene.LoadingState GetLoadingStateInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static bool GetIsDirtyInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static int GetDirtyID(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static int GetBuildIndexInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static int GetRootCountInternal(int sceneHandle);
[StaticAccessor("SceneBindings", StaticAccessorType.DoubleColon)]
extern private static void GetRootGameObjectsInternal(int sceneHandle, object resultRootList);
}
}