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Copy pathNative.cs
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1531 lines (1215 loc) · 69 KB
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using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace CreatorEngine;
/// <summary>
/// 네이티브가 넘겨주는 엔진 API 함수 포인터 표.
///
/// DllImport를 쓰지 않는 이유: 호스트가 실행 파일(Academy_4Q.exe)이라 이름으로 찾기가
/// 번거롭고, export 테이블을 유지해야 한다. 초기화 때 표를 한 번 받아 두면 이후 호출은
/// 함수 포인터 직행이라 마샬링도 스텁도 없다. (설계 문서 01절 "경계 함수는 평면 C ABI")
///
/// 네이티브 <c>ScriptApiTable</c>과 필드 순서가 정확히 같아야 한다. 하나라도 어긋나면
/// 엉뚱한 함수를 호출하게 되므로, 양쪽에 버전 필드를 두어 초기화 때 검사한다.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct ScriptApiTable
{
public int Version;
public int StructSize;
// 로그 — level: 0=Debug 1=Info 2=Warning 3=Error, message: null 종료 UTF-8
public delegate* unmanaged<int, byte*, void> Log;
// Entity
//
// 이름 조회는 11.3절에서 "컴파일 타임 해시로 치환"을 제안했지만, 엔진의 HashingString이
// std::hash<string_view>(구현 정의)를 쓰고 있어 C# 쪽에서 같은 값을 재현하면 컴파일러
// 버전에 묶인다. 엔진이 자체 해시로 바꾸기 전까지는 UTF-8 문자열을 그대로 넘긴다.
public delegate* unmanaged<byte*, ObjectHandle> Entity_FindByName;
public delegate* unmanaged<ObjectHandle, int> Entity_IsAlive;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Entity_GetName;
public delegate* unmanaged<ObjectHandle, int, void> Entity_SetEnabled;
// 스크립트 컴포넌트 하나의 활성 상태. 오브젝트 전체가 아니라 이 스크립트만
// 켜고 끈다. 돌려주는 값은 "그 컴포넌트를 찾아 적용했는가"다 — 0이면
// Component.Enabled가 국소 폴백으로 내려간다.
public delegate* unmanaged<ObjectHandle, int, int, int> Script_SetEnabled;
// 계층 접근. 실측 208곳(자식 76 · FindIndex 100 · 부모 32)으로 표면이 가장 넓다.
public delegate* unmanaged<ObjectHandle, int> Entity_GetChildCount;
public delegate* unmanaged<ObjectHandle, int, ObjectHandle> Entity_GetChild;
public delegate* unmanaged<ObjectHandle, ObjectHandle> Entity_GetParent;
public delegate* unmanaged<int, ObjectHandle> Entity_FindByIndex;
public delegate* unmanaged<ObjectHandle, int> Entity_GetIndex;
// Transform. 네이티브와 같은 컴포넌트다(S1-b 승격).
//
// Exists가 맨 앞에 있는 이유: S3부터 UI/Canvas는 Transform을 갖지 않는다. 부재를
// 묻지 못하면 없는 Transform에 값을 쓰고도 성공한 것처럼 보인다 — 네이티브가
// 공유 더미로 받아 로그 한 줄만 남기고 값을 버리기 때문이다.
public delegate* unmanaged<ObjectHandle, int> Transform_Exists;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetLocalPosition;
public delegate* unmanaged<ObjectHandle, Float3, void> Transform_SetLocalPosition;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetWorldPosition;
// 회전·스케일·방향축. Transform 획득이 실측 154회로 전체 1위인데 위치만 열려 있었다.
public delegate* unmanaged<ObjectHandle, Quaternion> Transform_GetLocalRotation;
public delegate* unmanaged<ObjectHandle, Quaternion, void> Transform_SetLocalRotation;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetLocalScale;
public delegate* unmanaged<ObjectHandle, Float3, void> Transform_SetLocalScale;
public delegate* unmanaged<ObjectHandle, Float3, void> Transform_AddLocalPosition;
public delegate* unmanaged<ObjectHandle, Quaternion, void> Transform_AddLocalRotation;
public delegate* unmanaged<ObjectHandle, Float3, void> Transform_SetWorldPosition;
public delegate* unmanaged<ObjectHandle, Quaternion> Transform_GetWorldRotation;
public delegate* unmanaged<ObjectHandle, Quaternion, void> Transform_SetWorldRotation;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetWorldScale;
public delegate* unmanaged<ObjectHandle, Float3, void> Transform_SetWorldScale;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetForward;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetRight;
public delegate* unmanaged<ObjectHandle, Float3> Transform_GetUp;
// 프리팹·수명 (실측 172회 — T2에서 가장 먼저 필요한 표면)
public delegate* unmanaged<byte*, int> Prefab_Exists;
public delegate* unmanaged<byte*, byte*, ObjectHandle> Prefab_Instantiate;
public delegate* unmanaged<ObjectHandle, void> Entity_Destroy;
// 엔진 프레임 번호. 라이프사이클이 어느 프레임에 불렸는지 판정할 때 쓴다.
public delegate* unmanaged<ulong> Engine_GetFrameCount;
// SoundComponent (실측 435회 — T2에서 프리팹 다음가는 비중)
//
// 컴포넌트에 별도 핸들을 두지 않고 오브젝트 핸들만 넘긴다. 네이티브가 매번
// GetComponent로 찾는데, 사운드 호출은 프레임당 수십 회 수준이라 이 비용이 문제되지 않고
// 컴포넌트용 슬롯 테이블을 하나 더 유지하는 쪽이 오히려 비싸다.
public delegate* unmanaged<ObjectHandle, int> Sound_Exists;
public delegate* unmanaged<ObjectHandle, void> Sound_Play;
public delegate* unmanaged<ObjectHandle, void> Sound_Stop;
public delegate* unmanaged<ObjectHandle, int, void> Sound_Pause;
public delegate* unmanaged<ObjectHandle, int> Sound_IsPlaying;
public delegate* unmanaged<ObjectHandle, void> Sound_PlayOneShot;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Sound_GetClipKey;
public delegate* unmanaged<ObjectHandle, byte*, void> Sound_SetClipKey;
public delegate* unmanaged<ObjectHandle, float> Sound_GetVolume;
public delegate* unmanaged<ObjectHandle, float, void> Sound_SetVolume;
public delegate* unmanaged<ObjectHandle, float> Sound_GetPitch;
public delegate* unmanaged<ObjectHandle, float, void> Sound_SetPitch;
// Animator (실측 122회 — 그 중 SetParameter만 94회)
public delegate* unmanaged<ObjectHandle, int> Animator_Exists;
public delegate* unmanaged<ObjectHandle, byte*, int> Animator_HasParameter;
public delegate* unmanaged<ObjectHandle, byte*, int, void> Animator_SetBool;
public delegate* unmanaged<ObjectHandle, byte*, float, void> Animator_SetFloat;
public delegate* unmanaged<ObjectHandle, byte*, int, void> Animator_SetInt;
public delegate* unmanaged<ObjectHandle, byte*, void> Animator_SetTrigger;
public delegate* unmanaged<ObjectHandle, byte*, void> Animator_ResetTrigger;
public delegate* unmanaged<ObjectHandle, byte*, int> Animator_GetBool;
public delegate* unmanaged<ObjectHandle, byte*, float> Animator_GetFloat;
public delegate* unmanaged<ObjectHandle, byte*, int> Animator_GetInt;
public delegate* unmanaged<ObjectHandle, int, int, void> Animator_SetUseLayer;
public delegate* unmanaged<ObjectHandle, float, void> Animator_StopAnimation;
// CharacterControllerComponent (획득 47회 — 이동의 뼈대)
public delegate* unmanaged<ObjectHandle, int> Cct_Exists;
public delegate* unmanaged<ObjectHandle, float, float, void> Cct_Move;
public delegate* unmanaged<ObjectHandle, Float3, float, void> Cct_TriggerForcedMove;
public delegate* unmanaged<ObjectHandle, void> Cct_StopForcedMove;
public delegate* unmanaged<ObjectHandle, int> Cct_IsInForcedMove;
public delegate* unmanaged<ObjectHandle, int, void> Cct_SetAutomaticRotation;
public delegate* unmanaged<ObjectHandle, Float3, void> Cct_SetLookDirection;
public delegate* unmanaged<ObjectHandle, void> Cct_ClearLookDirection;
public delegate* unmanaged<ObjectHandle, Float3, void> Cct_ForcedSetPosition;
public delegate* unmanaged<ObjectHandle, float> Cct_GetBaseSpeed;
public delegate* unmanaged<ObjectHandle, float, void> Cct_SetBaseSpeed;
public delegate* unmanaged<ObjectHandle, int> Cct_IsOnMove;
public delegate* unmanaged<ObjectHandle, int, void> Cct_SetOnMove;
public delegate* unmanaged<ObjectHandle, int> Cct_IsFalling;
public delegate* unmanaged<ObjectHandle, float> Cct_GetRadius;
public delegate* unmanaged<ObjectHandle, float> Cct_GetHeight;
public delegate* unmanaged<ObjectHandle, uint> Cct_GetId;
// RectTransformComponent (획득 28회 · SetAnchoredPosition만 39회)
public delegate* unmanaged<ObjectHandle, int> Rect_Exists;
public delegate* unmanaged<ObjectHandle, Float2> Rect_GetAnchoredPosition;
public delegate* unmanaged<ObjectHandle, Float2, void> Rect_SetAnchoredPosition;
public delegate* unmanaged<ObjectHandle, Float2> Rect_GetSizeDelta;
public delegate* unmanaged<ObjectHandle, Float2, void> Rect_SetSizeDelta;
public delegate* unmanaged<ObjectHandle, Float2> Rect_GetPivot;
public delegate* unmanaged<ObjectHandle, Float2, void> Rect_SetPivot;
// ImageComponent (획득 48회 · SetTexture 39 · color 46)
public delegate* unmanaged<ObjectHandle, int> Image_Exists;
public delegate* unmanaged<ObjectHandle, int, void> Image_SetTexture;
public delegate* unmanaged<ObjectHandle, int> Image_GetTextureCount;
public delegate* unmanaged<ObjectHandle, Color4> Image_GetColor;
public delegate* unmanaged<ObjectHandle, Color4, void> Image_SetColor;
public delegate* unmanaged<ObjectHandle, float> Image_GetClipPercent;
public delegate* unmanaged<ObjectHandle, float, void> Image_SetClipPercent;
public delegate* unmanaged<ObjectHandle, void> Image_SetNativeSize;
// 카메라. 월드→스크린 변환이 게임 스크립트 11개 파일에 복제돼 있어 하나로 접었다.
public delegate* unmanaged<int> Camera_PrimaryExists;
public delegate* unmanaged<Float2> Camera_GetScreenSize;
public delegate* unmanaged<Float3, Float3> Camera_WorldToScreenPoint;
// CameraComponent. dirty를 발행하지 않는다 — 카메라는 렌더 프록시를 쓰지 않고
// 매 프레임 스냅샷으로 읽힌다. 위치·방향은 Transform이 소유한다.
public delegate* unmanaged<ObjectHandle, int> Camera_Exists;
public delegate* unmanaged<ObjectHandle, float> Camera_GetFov;
public delegate* unmanaged<ObjectHandle, float, void> Camera_SetFov;
public delegate* unmanaged<ObjectHandle, float> Camera_GetNearPlane;
public delegate* unmanaged<ObjectHandle, float, void> Camera_SetNearPlane;
public delegate* unmanaged<ObjectHandle, float> Camera_GetFarPlane;
public delegate* unmanaged<ObjectHandle, float, void> Camera_SetFarPlane;
public delegate* unmanaged<ObjectHandle, int> Camera_IsPrimary;
public delegate* unmanaged<ObjectHandle, int, void> Camera_SetPrimary;
public delegate* unmanaged<ObjectHandle> Camera_GetPrimaryHandle;
// LightComponent. setter는 네이티브에서 컴포넌트 writer를 거쳐 dirty를 발행한다.
public delegate* unmanaged<ObjectHandle, int> Light_Exists;
public delegate* unmanaged<ObjectHandle, Color4> Light_GetColor;
public delegate* unmanaged<ObjectHandle, Color4, void> Light_SetColor;
public delegate* unmanaged<ObjectHandle, float> Light_GetIntensity;
public delegate* unmanaged<ObjectHandle, float, void> Light_SetIntensity;
public delegate* unmanaged<ObjectHandle, float> Light_GetRange;
public delegate* unmanaged<ObjectHandle, float, void> Light_SetRange;
public delegate* unmanaged<ObjectHandle, float> Light_GetSpotAngle;
public delegate* unmanaged<ObjectHandle, float, void> Light_SetSpotAngle;
public delegate* unmanaged<ObjectHandle, int> Light_GetLightType;
public delegate* unmanaged<ObjectHandle, int, void> Light_SetLightType;
public delegate* unmanaged<ObjectHandle, int> Light_GetLightStatus;
public delegate* unmanaged<ObjectHandle, int, void> Light_SetLightStatus;
// MeshRenderer + Material (m_Material 42회 — 대부분 셰이더 상수 넣기)
public delegate* unmanaged<ObjectHandle, int> Mesh_Exists;
public delegate* unmanaged<ObjectHandle, byte*, void> Mesh_InstantiateMaterial;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Mesh_GetMaterialName;
public delegate* unmanaged<ObjectHandle, byte*, float, int> Mesh_SetMaterialFloat;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Mesh_SetMaterialInt;
public delegate* unmanaged<ObjectHandle, Color4> Mesh_GetBaseColor;
public delegate* unmanaged<ObjectHandle, Color4, void> Mesh_SetBaseColor;
// 입력 (실측 43회 · 지금까지 스크립트가 아무것도 받을 수 없던 표면)
public delegate* unmanaged<int, int> Input_GetKeyState;
public delegate* unmanaged<int, int> Input_GetMouseButtonState;
public delegate* unmanaged<int, int, int> Input_GetControllerButtonState;
public delegate* unmanaged<int> Input_IsAnyKeyPressed;
public delegate* unmanaged<Float2> Input_GetMousePosition;
public delegate* unmanaged<Float2> Input_GetMouseDelta;
public delegate* unmanaged<int> Input_GetWheelDelta;
public delegate* unmanaged<int, void> Input_SetCursorVisible;
public delegate* unmanaged<int, int> Input_IsControllerConnected;
public delegate* unmanaged<int, int> Input_IsControllerTriggerL;
public delegate* unmanaged<int, int> Input_IsControllerTriggerR;
public delegate* unmanaged<int, Float2> Input_GetControllerThumbL;
public delegate* unmanaged<int, Float2> Input_GetControllerThumbR;
// 물리 질의 (Raycast 19 · SphereOverlap 16)
public delegate* unmanaged<Float3, Float3, float, uint, RaycastHit*, int> Physics_Raycast;
public delegate* unmanaged<Float3, Float3, float, uint, RaycastHit*, int, int> Physics_RaycastAll;
public delegate* unmanaged<Float3, float, uint, RaycastHit*, int, int> Physics_OverlapSphere;
// RigidBodyComponent (실측 34회)
public delegate* unmanaged<ObjectHandle, int> Rigid_Exists;
public delegate* unmanaged<ObjectHandle, Float3> Rigid_GetLinearVelocity;
public delegate* unmanaged<ObjectHandle, Float3, void> Rigid_SetLinearVelocity;
public delegate* unmanaged<ObjectHandle, Float3, void> Rigid_AddLinearVelocity;
public delegate* unmanaged<ObjectHandle, Float3> Rigid_GetAngularVelocity;
public delegate* unmanaged<ObjectHandle, Float3, void> Rigid_SetAngularVelocity;
public delegate* unmanaged<ObjectHandle, Float3, int, void> Rigid_AddForce;
public delegate* unmanaged<ObjectHandle, int, void> Rigid_SetBodyType;
public delegate* unmanaged<ObjectHandle, int> Rigid_IsKinematic;
public delegate* unmanaged<ObjectHandle, int, void> Rigid_SetKinematic;
public delegate* unmanaged<ObjectHandle, int> Rigid_IsTrigger;
public delegate* unmanaged<ObjectHandle, int, void> Rigid_SetIsTrigger;
public delegate* unmanaged<ObjectHandle, int> Rigid_IsColliderEnabled;
public delegate* unmanaged<ObjectHandle, int, void> Rigid_SetColliderEnabled;
public delegate* unmanaged<ObjectHandle, int> Rigid_IsUsingGravity;
public delegate* unmanaged<ObjectHandle, int, void> Rigid_UseGravity;
public delegate* unmanaged<ObjectHandle, float> Rigid_GetMass;
public delegate* unmanaged<ObjectHandle, float, void> Rigid_SetMass;
public delegate* unmanaged<ObjectHandle, float, void> Rigid_SetLinearDamping;
public delegate* unmanaged<ObjectHandle, float, void> Rigid_SetAngularDamping;
public delegate* unmanaged<ObjectHandle, Float3, void> Rigid_SetScale;
public delegate* unmanaged<ObjectHandle, int, int, int, void> Rigid_SetLockLinear;
public delegate* unmanaged<ObjectHandle, int, int, int, void> Rigid_SetLockAngular;
// 콜라이더 3종 (kind: 0=Sphere 1=Box 2=Capsule)
public delegate* unmanaged<ObjectHandle, int, int> Collider_Exists;
public delegate* unmanaged<ObjectHandle, int, float> Collider_GetRadius;
public delegate* unmanaged<ObjectHandle, int, float, void> Collider_SetRadius;
public delegate* unmanaged<ObjectHandle, int, float> Collider_GetHeight;
public delegate* unmanaged<ObjectHandle, int, float, void> Collider_SetHeight;
public delegate* unmanaged<ObjectHandle, int, Float3> Collider_GetExtents;
public delegate* unmanaged<ObjectHandle, int, Float3, void> Collider_SetExtents;
public delegate* unmanaged<ObjectHandle, int, Float3> Collider_GetPositionOffset;
public delegate* unmanaged<ObjectHandle, int, Float3, void> Collider_SetPositionOffset;
public delegate* unmanaged<ObjectHandle, int, float> Collider_GetRestitution;
public delegate* unmanaged<ObjectHandle, int, float, void> Collider_SetRestitution;
public delegate* unmanaged<ObjectHandle, int, float> Collider_GetStaticFriction;
public delegate* unmanaged<ObjectHandle, int, float, void> Collider_SetStaticFriction;
public delegate* unmanaged<ObjectHandle, int, float> Collider_GetDynamicFriction;
public delegate* unmanaged<ObjectHandle, int, float, void> Collider_SetDynamicFriction;
// TextComponent (SetMessage 16 · SetAlpha 6)
public delegate* unmanaged<ObjectHandle, int> Text_Exists;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Text_GetMessage;
public delegate* unmanaged<ObjectHandle, byte*, void> Text_SetMessage;
public delegate* unmanaged<ObjectHandle, Color4> Text_GetColor;
public delegate* unmanaged<ObjectHandle, Color4, void> Text_SetColor;
public delegate* unmanaged<ObjectHandle, float> Text_GetAlpha;
public delegate* unmanaged<ObjectHandle, float, void> Text_SetAlpha;
public delegate* unmanaged<ObjectHandle, float> Text_GetFontSize;
public delegate* unmanaged<ObjectHandle, float, void> Text_SetFontSize;
public delegate* unmanaged<ObjectHandle, Float2> Text_GetRelativePosition;
public delegate* unmanaged<ObjectHandle, Float2, void> Text_SetRelativePosition;
// UIComponent 공통 (Image·Text가 함께 쓴다)
public delegate* unmanaged<ObjectHandle, int> Ui_GetOrder;
public delegate* unmanaged<ObjectHandle, int, void> Ui_SetOrder;
// Canvas
public delegate* unmanaged<ObjectHandle, int> Canvas_Exists;
public delegate* unmanaged<ObjectHandle, int> Canvas_GetOrder;
public delegate* unmanaged<ObjectHandle, int, void> Canvas_SetOrder;
public delegate* unmanaged<ObjectHandle, byte*, int, int> Canvas_GetName;
public delegate* unmanaged<ObjectHandle, byte*, void> Canvas_SetName;
// UI 내비게이션·버튼·Image 잔여
public delegate* unmanaged<ObjectHandle, int> Ui_IsSelected;
public delegate* unmanaged<ObjectHandle, int> Ui_IsNavLocked;
public delegate* unmanaged<ObjectHandle, int, void> Ui_SetNavLock;
public delegate* unmanaged<ObjectHandle> UiNav_GetSelected;
public delegate* unmanaged<ObjectHandle, void> UiNav_SetSelected;
public delegate* unmanaged<ObjectHandle, int> Button_Exists;
public delegate* unmanaged<ObjectHandle, int> Button_ConsumeClicked;
public delegate* unmanaged<ObjectHandle, int> Image_GetTextureIndex;
public delegate* unmanaged<ObjectHandle, float> Image_GetRotation;
public delegate* unmanaged<ObjectHandle, float, void> Image_SetRotation;
// 레이아웃 검증용 최종 사각형
public delegate* unmanaged<ObjectHandle, Color4> Rect_GetWorldRect;
public delegate* unmanaged<ObjectHandle, Float2> Rect_GetScreenPosition;
public delegate* unmanaged<ObjectHandle, Float2, void> Rect_SetScreenPosition;
}
/// <summary>엔진 API 접근점. 표를 정적으로 들고 있어 호출 비용을 최소화한다.</summary>
internal static unsafe class Native
{
/// <summary>네이티브와 맞춰야 하는 표 버전. 필드를 추가하면 반드시 올린다.</summary>
public const int ExpectedVersion = 24;
private static ScriptApiTable _api;
private static bool _bound;
public static bool IsReady => _bound;
/// <summary>
/// 게임 스레드의 관리 스레드 id (LC5 · 2026-09-05).
///
/// <see cref="Bind"/>는 네이티브 ClrHost 초기화에서 딱 한 번, 게임 스레드에서
/// 불린다. 이 표의 함수들은 전부 게임 스레드 전용이므로(ClrHost.h 규약) 그
/// 시점의 스레드가 곧 정본이다.
///
/// 0은 "아직 모른다"이고, 그때는 <see cref="IsGameThread"/>가 참을 돌려준다 —
/// 초기화 전 경로를 이 검사로 막아 버리면 진단이 진단이 아니라 새 장애가 된다.
/// </summary>
private static int _gameThreadId;
/// <summary>
/// 지금 게임 스레드인가. 표가 연결되기 전(<c>_gameThreadId</c>가 0)에는 참을
/// 돌려준다 — 초기화 전 경로를 이 검사로 막으면 진단이 아니라 새 장애가 된다.
/// </summary>
public static bool IsGameThread
=> 0 == _gameThreadId || Environment.CurrentManagedThreadId == _gameThreadId;
/// <summary>
/// 엔진 API 진입 검사 (LC5-c · 2026-09-05). 이 표의 함수는 전부 게임 스레드
/// 전용이다(ClrHost.h 규약).
///
/// ── 왜 여기인가 ──
///
/// 실제 진입 경계는 이 클래스의 정적 메서드 206개다. 훅 입구에서 한 번 보는
/// 것으로는 부족하다 — <c>Task.Run</c> 몸통이나 <c>ConfigureAwait(false)</c>
/// 뒤의 호출은 훅을 거치지 않고 바로 여기로 들어온다.
///
/// ── 왜 통과가 아니라 거부인가 ──
///
/// 통과시키면 게임 스레드가 같은 순간에 고치고 있는 씬 그래프를 워커가 읽고
/// 쓴다. 그 결과는 경계가 없다 — 운이 좋으면 낡은 값, 나쁘면 접근 위반이다.
/// 거부는 결과가 <b>정해져 있고</b> 기록이 남는다.
///
/// 거부가 새 분기를 만들지 않는다는 점이 이 자리를 고른 이유이기도 하다.
/// 모든 메서드는 "표가 아직 없을 때"의 반환값을 이미 정의하고 있다 — 거부는
/// 그 길을 그대로 탄다.
///
/// ── 무엇을 못 막는가 ──
///
/// 이것은 <b>관리 측 진입</b>만 막는다. 네이티브가 스스로 다른 스레드에서
/// 관리 코드를 부르는 경로가 생기면 여기서는 보이지 않는다. 또한 거부된 뒤의
/// 저작 코드가 기본값으로 무엇을 하는지까지 책임지지 않는다.
/// </summary>
/// <returns>표가 연결됐고 게임 스레드이면 true.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool Entered([CallerMemberName] string api = "")
{
if (!_bound) return false;
// _bound가 참이면 Bind가 끝났다는 뜻이고, Bind는 맨 먼저 _gameThreadId를
// 채운다. 그래서 여기서는 IsGameThread의 "0이면 참" 완화가 필요 없다.
if (Environment.CurrentManagedThreadId == _gameThreadId) return true;
ReportOffThread(api);
return false;
}
/// <summary>
/// 경계 밖 호출을 <b>API 이름마다 한 번</b> 남긴다.
///
/// 매번 남기면 매 프레임 부르는 워커 하나가 로그를 덮어 다른 진단을 못 읽게
/// 만든다. 이름마다 한 번이면 상한이 표의 크기(206)로 묶이면서도 어떤 API가
/// 새는지는 전부 드러난다 — 건수가 아니라 <b>어디</b>가 필요한 정보다.
/// </summary>
private static readonly System.Collections.Concurrent.ConcurrentDictionary<string, byte> _offThreadSeen = new();
[MethodImpl(MethodImplOptions.NoInlining)]
private static void ReportOffThread(string api)
{
if (!_offThreadSeen.TryAdd(api, 0)) return;
// Log는 이 검사에서 면제돼 있다. 진단이 나가는 통로 자체를 막으면 거부가
// 조용해져, 저작자에게는 "왜 갑자기 빈 값이지"만 남는다.
Log(3,
$"[Native] 게임 스레드 밖에서 {api} 호출 — 거부했다(표가 없을 때와 같은 값을 돌려준다).\n" +
$" 호출 스레드 {Environment.CurrentManagedThreadId} · 게임 스레드 {_gameThreadId}\n" +
$" 엔진 API는 게임 스레드 전용이다. Task.Run 몸통이나 ConfigureAwait(false) 뒤라면\n" +
$" 그 자리에서 부르지 말고 값을 돌려받아 게임 스레드에서 써라 — await 뒤의 재개는\n" +
$" 프레임 경계로 돌아온다(LC5-b).\n{Environment.StackTrace}");
}
/// <summary>
/// 어셈블리 리로드로 새 진단이 다시 나올 수 있게 한다. 이름마다 한 번 규칙을
/// 프로세스 수명 내내 유지하면, 리로드 뒤 같은 결함이 조용히 지나간다.
/// </summary>
internal static void ResetOffThreadReports() => _offThreadSeen.Clear();
public static bool Bind(ScriptApiTable* table)
{
_gameThreadId = Environment.CurrentManagedThreadId;
if (table == null) return false;
if (table->Version != ExpectedVersion) return false;
if (table->StructSize != sizeof(ScriptApiTable)) return false;
_api = *table;
_bound = true;
return true;
}
// ── 로그 ──
// 문자열은 호출 시점에만 필요하므로 스택 버퍼로 UTF-8 변환한다(할당 없음).
public static void Log(int level, string message)
{
if (!_bound || _api.Log == null) return;
const int stackLimit = 512;
int maxBytes = System.Text.Encoding.UTF8.GetMaxByteCount(message.Length) + 1;
if (maxBytes <= stackLimit)
{
byte* buffer = stackalloc byte[stackLimit];
int written = System.Text.Encoding.UTF8.GetBytes(message, new Span<byte>(buffer, stackLimit - 1));
buffer[written] = 0;
_api.Log(level, buffer);
}
else
{
byte[] heap = new byte[maxBytes];
fixed (byte* p = heap)
{
int written = System.Text.Encoding.UTF8.GetBytes(message, new Span<byte>(p, maxBytes - 1));
p[written] = 0;
_api.Log(level, p);
}
}
}
// ── Entity ──
public static ObjectHandle FindByName(string name)
{
if (!Entered() || _api.Entity_FindByName == null) return ObjectHandle.Invalid;
const int cap = 256;
byte* buffer = stackalloc byte[cap];
int written = System.Text.Encoding.UTF8.GetBytes(name, new Span<byte>(buffer, cap - 1));
buffer[written] = 0;
return _api.Entity_FindByName(buffer);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsAlive(ObjectHandle h)
=> Entered() && _api.Entity_IsAlive != null && _api.Entity_IsAlive(h) != 0;
public static string GetName(ObjectHandle h)
{
if (!Entered() || _api.Entity_GetName == null) return string.Empty;
const int cap = 256;
byte* buffer = stackalloc byte[cap];
int len = _api.Entity_GetName(h, buffer, cap);
return len > 0 ? System.Text.Encoding.UTF8.GetString(buffer, len) : string.Empty;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetEnabled(ObjectHandle h, bool enabled)
{
if (Entered() && _api.Entity_SetEnabled != null) _api.Entity_SetEnabled(h, enabled ? 1 : 0);
}
/// <summary>
/// 스크립트 컴포넌트 하나만 켜고 끈다. 훅(OnEnable/OnDisable)은 여기서 부르지
/// 않는다 — 네이티브 Component::SetEnabled가 전이일 때만 부르고 그것이
/// 관리 측으로 되돌아온다(드라이버 단일화, ScriptLifecyclePhase.h와 같은 이유).
/// </summary>
/// <returns>해당 컴포넌트를 찾아 적용했으면 true.</returns>
public static bool ScriptSetEnabled(ObjectHandle h, int instanceId, bool enabled)
=> Entered() && _api.Script_SetEnabled != null
&& _api.Script_SetEnabled(h, instanceId, enabled ? 1 : 0) != 0;
// ── 계층 ──
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetChildCount(ObjectHandle h)
=> Entered() && _api.Entity_GetChildCount != null ? _api.Entity_GetChildCount(h) : 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ObjectHandle GetChild(ObjectHandle h, int index)
=> Entered() && _api.Entity_GetChild != null ? _api.Entity_GetChild(h, index) : ObjectHandle.Invalid;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ObjectHandle GetParent(ObjectHandle h)
=> Entered() && _api.Entity_GetParent != null ? _api.Entity_GetParent(h) : ObjectHandle.Invalid;
public static ObjectHandle FindByIndex(int index)
=> Entered() && _api.Entity_FindByIndex != null ? _api.Entity_FindByIndex(index) : ObjectHandle.Invalid;
public static int GetIndex(ObjectHandle h)
=> Entered() && _api.Entity_GetIndex != null ? _api.Entity_GetIndex(h) : -1;
// ── Transform ──
/// <summary>
/// 이 오브젝트가 Transform을 갖는가. UI/Canvas는 갖지 않는다(S3).
///
/// 바인딩이 없는 구 호스트에서는 false가 아니라 <c>true</c>로 답한다 — 없다고
/// 답하면 Transform이 멀쩡한 오브젝트까지 전부 없는 것으로 보여 더 나쁘다.
/// </summary>
public static bool HasTransform(ObjectHandle h)
=> !Entered() || _api.Transform_Exists == null || _api.Transform_Exists(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetLocalPosition(ObjectHandle h)
=> Entered() && _api.Transform_GetLocalPosition != null ? _api.Transform_GetLocalPosition(h) : default;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetLocalPosition(ObjectHandle h, Float3 p)
{
if (Entered() && _api.Transform_SetLocalPosition != null) _api.Transform_SetLocalPosition(h, p);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetWorldPosition(ObjectHandle h)
=> Entered() && _api.Transform_GetWorldPosition != null ? _api.Transform_GetWorldPosition(h) : default;
// 아래는 전부 같은 모양이다 — 준비 전이거나 표에 없으면 무해한 기본값을 돌려준다.
// 회전의 기본값은 default(=0,0,0,0)가 아니라 단위 쿼터니언이어야 한다.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Quaternion GetLocalRotation(ObjectHandle h)
=> Entered() && _api.Transform_GetLocalRotation != null ? _api.Transform_GetLocalRotation(h) : Quaternion.Identity;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetLocalRotation(ObjectHandle h, Quaternion q)
{
if (Entered() && _api.Transform_SetLocalRotation != null) _api.Transform_SetLocalRotation(h, q);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetLocalScale(ObjectHandle h)
=> Entered() && _api.Transform_GetLocalScale != null ? _api.Transform_GetLocalScale(h) : Float3.One;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetLocalScale(ObjectHandle h, Float3 s)
{
if (Entered() && _api.Transform_SetLocalScale != null) _api.Transform_SetLocalScale(h, s);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AddLocalPosition(ObjectHandle h, Float3 delta)
{
if (Entered() && _api.Transform_AddLocalPosition != null) _api.Transform_AddLocalPosition(h, delta);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AddLocalRotation(ObjectHandle h, Quaternion delta)
{
if (Entered() && _api.Transform_AddLocalRotation != null) _api.Transform_AddLocalRotation(h, delta);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetWorldPosition(ObjectHandle h, Float3 p)
{
if (Entered() && _api.Transform_SetWorldPosition != null) _api.Transform_SetWorldPosition(h, p);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Quaternion GetWorldRotation(ObjectHandle h)
=> Entered() && _api.Transform_GetWorldRotation != null ? _api.Transform_GetWorldRotation(h) : Quaternion.Identity;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetWorldRotation(ObjectHandle h, Quaternion q)
{
if (Entered() && _api.Transform_SetWorldRotation != null) _api.Transform_SetWorldRotation(h, q);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetWorldScale(ObjectHandle h)
=> Entered() && _api.Transform_GetWorldScale != null ? _api.Transform_GetWorldScale(h) : Float3.One;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetWorldScale(ObjectHandle h, Float3 s)
{
if (Entered() && _api.Transform_SetWorldScale != null) _api.Transform_SetWorldScale(h, s);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetForward(ObjectHandle h)
=> Entered() && _api.Transform_GetForward != null ? _api.Transform_GetForward(h) : Float3.Forward;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetRight(ObjectHandle h)
=> Entered() && _api.Transform_GetRight != null ? _api.Transform_GetRight(h) : Float3.Right;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 GetUp(ObjectHandle h)
=> Entered() && _api.Transform_GetUp != null ? _api.Transform_GetUp(h) : Float3.Up;
// ── 프리팹·수명 ──
public static bool PrefabExists(string name)
{
if (!Entered() || _api.Prefab_Exists == null) return false;
const int cap = 512;
byte* buffer = stackalloc byte[cap];
int written = System.Text.Encoding.UTF8.GetBytes(name, new Span<byte>(buffer, cap - 1));
buffer[written] = 0;
return _api.Prefab_Exists(buffer) != 0;
}
public static ObjectHandle InstantiatePrefab(string prefabName, string instanceName)
{
if (!Entered() || _api.Prefab_Instantiate == null) return ObjectHandle.Invalid;
const int cap = 512;
byte* nameBuffer = stackalloc byte[cap];
int written = System.Text.Encoding.UTF8.GetBytes(prefabName, new Span<byte>(nameBuffer, cap - 1));
nameBuffer[written] = 0;
byte* instanceBuffer = stackalloc byte[cap];
written = System.Text.Encoding.UTF8.GetBytes(instanceName, new Span<byte>(instanceBuffer, cap - 1));
instanceBuffer[written] = 0;
return _api.Prefab_Instantiate(nameBuffer, instanceBuffer);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void DestroyObject(ObjectHandle h)
{
if (Entered() && _api.Entity_Destroy != null) _api.Entity_Destroy(h);
}
public static ulong FrameCount
=> Entered() && _api.Engine_GetFrameCount != null ? _api.Engine_GetFrameCount() : 0;
// ── SoundComponent ──
public static bool HasSoundComponent(ObjectHandle h)
=> Entered() && _api.Sound_Exists != null && _api.Sound_Exists(h) != 0;
public static void SoundPlay(ObjectHandle h)
{
if (Entered() && _api.Sound_Play != null) _api.Sound_Play(h);
}
public static void SoundStop(ObjectHandle h)
{
if (Entered() && _api.Sound_Stop != null) _api.Sound_Stop(h);
}
public static void SoundPause(ObjectHandle h, bool pause)
{
if (Entered() && _api.Sound_Pause != null) _api.Sound_Pause(h, pause ? 1 : 0);
}
public static bool SoundIsPlaying(ObjectHandle h)
=> Entered() && _api.Sound_IsPlaying != null && _api.Sound_IsPlaying(h) != 0;
public static void SoundPlayOneShot(ObjectHandle h)
{
if (Entered() && _api.Sound_PlayOneShot != null) _api.Sound_PlayOneShot(h);
}
public static string SoundGetClipKey(ObjectHandle h)
{
if (!Entered() || _api.Sound_GetClipKey == null) return string.Empty;
const int cap = 256;
byte* buffer = stackalloc byte[cap];
int len = _api.Sound_GetClipKey(h, buffer, cap);
return len > 0 ? System.Text.Encoding.UTF8.GetString(buffer, len) : string.Empty;
}
public static void SoundSetClipKey(ObjectHandle h, string value)
{
if (!Entered() || _api.Sound_SetClipKey == null) return;
const int cap = 256;
byte* buffer = stackalloc byte[cap];
int written = System.Text.Encoding.UTF8.GetBytes(value, new Span<byte>(buffer, cap - 1));
buffer[written] = 0;
_api.Sound_SetClipKey(h, buffer);
}
public static float SoundGetVolume(ObjectHandle h)
=> Entered() && _api.Sound_GetVolume != null ? _api.Sound_GetVolume(h) : 0f;
public static void SoundSetVolume(ObjectHandle h, float value)
{
if (Entered() && _api.Sound_SetVolume != null) _api.Sound_SetVolume(h, value);
}
public static float SoundGetPitch(ObjectHandle h)
=> Entered() && _api.Sound_GetPitch != null ? _api.Sound_GetPitch(h) : 0f;
public static void SoundSetPitch(ObjectHandle h, float value)
{
if (Entered() && _api.Sound_SetPitch != null) _api.Sound_SetPitch(h, value);
}
// ── Animator ──
//
// 파라미터 이름은 매 호출마다 UTF-8로 바꿔 넘긴다. 스택 버퍼라 할당은 없다.
// 이름 대신 인덱스를 캐시하는 방안도 있지만, 컨트롤러 교체와 핫리로드마다
// 무효화를 관리해야 해서 지금 단계에서는 이득이 비용을 넘지 않는다.
private const int NameBufferSize = 128;
public static bool HasAnimator(ObjectHandle h)
=> Entered() && _api.Animator_Exists != null && _api.Animator_Exists(h) != 0;
/// <summary>이름을 스택 버퍼에 UTF-8로 담는다. 잘리면 그만큼만 넘어간다.</summary>
private static int EncodeName(string name, byte* buffer)
{
int written = System.Text.Encoding.UTF8.GetBytes(name, new Span<byte>(buffer, NameBufferSize - 1));
buffer[written] = 0;
return written;
}
public static bool AnimatorHasParameter(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_HasParameter == null) return false;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
return _api.Animator_HasParameter(h, buffer) != 0;
}
public static void AnimatorSetBool(ObjectHandle h, string name, bool value)
{
if (!Entered() || _api.Animator_SetBool == null) return;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
_api.Animator_SetBool(h, buffer, value ? 1 : 0);
}
public static void AnimatorSetFloat(ObjectHandle h, string name, float value)
{
if (!Entered() || _api.Animator_SetFloat == null) return;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
_api.Animator_SetFloat(h, buffer, value);
}
public static void AnimatorSetInt(ObjectHandle h, string name, int value)
{
if (!Entered() || _api.Animator_SetInt == null) return;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
_api.Animator_SetInt(h, buffer, value);
}
public static void AnimatorSetTrigger(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_SetTrigger == null) return;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
_api.Animator_SetTrigger(h, buffer);
}
public static void AnimatorResetTrigger(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_ResetTrigger == null) return;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
_api.Animator_ResetTrigger(h, buffer);
}
public static bool AnimatorGetBool(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_GetBool == null) return false;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
return _api.Animator_GetBool(h, buffer) != 0;
}
public static float AnimatorGetFloat(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_GetFloat == null) return 0f;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
return _api.Animator_GetFloat(h, buffer);
}
public static int AnimatorGetInt(ObjectHandle h, string name)
{
if (!Entered() || _api.Animator_GetInt == null) return 0;
byte* buffer = stackalloc byte[NameBufferSize];
EncodeName(name, buffer);
return _api.Animator_GetInt(h, buffer);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AnimatorSetUseLayer(ObjectHandle h, int layerIndex, bool useLayer)
{
if (Entered() && _api.Animator_SetUseLayer != null) _api.Animator_SetUseLayer(h, layerIndex, useLayer ? 1 : 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AnimatorStopAnimation(ObjectHandle h, float duration)
{
if (Entered() && _api.Animator_StopAnimation != null) _api.Animator_StopAnimation(h, duration);
}
// ── CharacterControllerComponent ──
public static bool HasCct(ObjectHandle h)
=> Entered() && _api.Cct_Exists != null && _api.Cct_Exists(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctMove(ObjectHandle h, float inputX, float inputY)
{
if (Entered() && _api.Cct_Move != null) _api.Cct_Move(h, inputX, inputY);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctTriggerForcedMove(ObjectHandle h, Float3 velocity, float duration)
{
if (Entered() && _api.Cct_TriggerForcedMove != null) _api.Cct_TriggerForcedMove(h, velocity, duration);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctStopForcedMove(ObjectHandle h)
{
if (Entered() && _api.Cct_StopForcedMove != null) _api.Cct_StopForcedMove(h);
}
public static bool CctIsInForcedMove(ObjectHandle h)
=> Entered() && _api.Cct_IsInForcedMove != null && _api.Cct_IsInForcedMove(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctSetAutomaticRotation(ObjectHandle h, bool useAuto)
{
if (Entered() && _api.Cct_SetAutomaticRotation != null) _api.Cct_SetAutomaticRotation(h, useAuto ? 1 : 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctSetLookDirection(ObjectHandle h, Float3 direction)
{
if (Entered() && _api.Cct_SetLookDirection != null) _api.Cct_SetLookDirection(h, direction);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctClearLookDirection(ObjectHandle h)
{
if (Entered() && _api.Cct_ClearLookDirection != null) _api.Cct_ClearLookDirection(h);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctForcedSetPosition(ObjectHandle h, Float3 position)
{
if (Entered() && _api.Cct_ForcedSetPosition != null) _api.Cct_ForcedSetPosition(h, position);
}
public static float CctGetBaseSpeed(ObjectHandle h)
=> Entered() && _api.Cct_GetBaseSpeed != null ? _api.Cct_GetBaseSpeed(h) : 0f;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctSetBaseSpeed(ObjectHandle h, float speed)
{
if (Entered() && _api.Cct_SetBaseSpeed != null) _api.Cct_SetBaseSpeed(h, speed);
}
public static bool CctIsOnMove(ObjectHandle h)
=> Entered() && _api.Cct_IsOnMove != null && _api.Cct_IsOnMove(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CctSetOnMove(ObjectHandle h, bool isMove)
{
if (Entered() && _api.Cct_SetOnMove != null) _api.Cct_SetOnMove(h, isMove ? 1 : 0);
}
public static bool CctIsFalling(ObjectHandle h)
=> Entered() && _api.Cct_IsFalling != null && _api.Cct_IsFalling(h) != 0;
public static float CctGetRadius(ObjectHandle h)
=> Entered() && _api.Cct_GetRadius != null ? _api.Cct_GetRadius(h) : 0f;
public static float CctGetHeight(ObjectHandle h)
=> Entered() && _api.Cct_GetHeight != null ? _api.Cct_GetHeight(h) : 0f;
public static uint CctGetId(ObjectHandle h)
=> Entered() && _api.Cct_GetId != null ? _api.Cct_GetId(h) : 0u;
// ── RectTransformComponent ──
public static bool HasRect(ObjectHandle h)
=> Entered() && _api.Rect_Exists != null && _api.Rect_Exists(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float2 RectGetAnchoredPosition(ObjectHandle h)
=> Entered() && _api.Rect_GetAnchoredPosition != null ? _api.Rect_GetAnchoredPosition(h) : default;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RectSetAnchoredPosition(ObjectHandle h, Float2 p)
{
if (Entered() && _api.Rect_SetAnchoredPosition != null) _api.Rect_SetAnchoredPosition(h, p);
}
public static Float2 RectGetScreenPosition(ObjectHandle h)
=> Entered() && _api.Rect_GetScreenPosition != null ? _api.Rect_GetScreenPosition(h) : default;
public static void RectSetScreenPosition(ObjectHandle h, Float2 p)
{
if (Entered() && _api.Rect_SetScreenPosition != null) _api.Rect_SetScreenPosition(h, p);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float2 RectGetSizeDelta(ObjectHandle h)
=> Entered() && _api.Rect_GetSizeDelta != null ? _api.Rect_GetSizeDelta(h) : default;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RectSetSizeDelta(ObjectHandle h, Float2 s)
{
if (Entered() && _api.Rect_SetSizeDelta != null) _api.Rect_SetSizeDelta(h, s);
}
public static Float2 RectGetPivot(ObjectHandle h)
=> Entered() && _api.Rect_GetPivot != null ? _api.Rect_GetPivot(h) : default;
public static void RectSetPivot(ObjectHandle h, Float2 p)
{
if (Entered() && _api.Rect_SetPivot != null) _api.Rect_SetPivot(h, p);
}
// ── ImageComponent ──
public static bool HasImage(ObjectHandle h)
=> Entered() && _api.Image_Exists != null && _api.Image_Exists(h) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ImageSetTexture(ObjectHandle h, int index)
{
if (Entered() && _api.Image_SetTexture != null) _api.Image_SetTexture(h, index);
}
public static int ImageGetTextureCount(ObjectHandle h)
=> Entered() && _api.Image_GetTextureCount != null ? _api.Image_GetTextureCount(h) : 0;
public static Color4 ImageGetColor(ObjectHandle h)
=> Entered() && _api.Image_GetColor != null ? _api.Image_GetColor(h) : Color4.White;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ImageSetColor(ObjectHandle h, Color4 c)
{
if (Entered() && _api.Image_SetColor != null) _api.Image_SetColor(h, c);
}
public static float ImageGetClipPercent(ObjectHandle h)
=> Entered() && _api.Image_GetClipPercent != null ? _api.Image_GetClipPercent(h) : 0f;
public static void ImageSetClipPercent(ObjectHandle h, float percent)
{
if (Entered() && _api.Image_SetClipPercent != null) _api.Image_SetClipPercent(h, percent);
}
public static void ImageSetNativeSize(ObjectHandle h)
{
if (Entered() && _api.Image_SetNativeSize != null) _api.Image_SetNativeSize(h);
}
// ── 카메라 ──
public static bool HasCamera()
=> Entered() && _api.Camera_PrimaryExists != null && _api.Camera_PrimaryExists() != 0;
public static Float2 CameraGetScreenSize()
=> Entered() && _api.Camera_GetScreenSize != null ? _api.Camera_GetScreenSize() : default;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Float3 CameraWorldToScreenPoint(Float3 world)
=> Entered() && _api.Camera_WorldToScreenPoint != null ? _api.Camera_WorldToScreenPoint(world) : default;
public static bool CameraExists(ObjectHandle h)
=> Entered() && _api.Camera_Exists != null && _api.Camera_Exists(h) != 0;
public static float CameraGetFov(ObjectHandle h)
=> Entered() && _api.Camera_GetFov != null ? _api.Camera_GetFov(h) : 0f;
public static void CameraSetFov(ObjectHandle h, float degrees)
{
if (Entered() && _api.Camera_SetFov != null) _api.Camera_SetFov(h, degrees);
}
public static float CameraGetNearPlane(ObjectHandle h)