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Remove delegate test code
1 parent 6d9dfb9 commit 2d10f5d

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Unity/CppSource/Game/Game.cpp

Lines changed: 0 additions & 84 deletions
Original file line numberDiff line numberDiff line change
@@ -16,97 +16,13 @@ using namespace UnityEngine;
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void PrintPlatformDefines();
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struct PlainAction : System::Action
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{
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void operator()() override
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{
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Debug::Log(String("PlainAction invoked"));
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}
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};
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struct FloatAction : System::Action1<float>
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{
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void operator()(float param) override
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{
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Debug::Log(String("FloatAction invoked"));
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}
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};
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struct MyClickHandler : System::Action2<float, float>
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{
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void operator()(float x, float y) override
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{
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Debug::Log(String("clicked"));
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}
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};
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struct MyIntFloatDoubleFunc : System::Func3<int32_t, float, double>
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{
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double operator()(int32_t i, float f) override
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{
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Debug::Log(String("int float double Func invoked"));
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return 2.34;
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}
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};
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struct FuncReturningString : System::Func3<int16_t, int32_t, String>
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{
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String operator()(int16_t s, int32_t i) override
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{
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Debug::Log(String("returning a string"));
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return String("returned from Func");
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}
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};
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struct MyAppDomainInitializer : AppDomainInitializer
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{
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void operator()(System::Array1<System::String> args) override
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{
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for (int i = 0, len = args.GetLength(); i < len; ++i)
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{
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Debug::Log(args.GetItem(i));
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}
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}
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};
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// Called when the plugin is initialized
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// This is mostly full of test code. Feel free to remove it all.
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void PluginMain()
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{
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PrintPlatformDefines();
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Debug::Log(String("Game booted up"));
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MyClickHandler mch1;
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MyClickHandler mch2;
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mch1 += mch2;
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mch1.Invoke(123, 456);
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Debug::Log(String("Removed"));
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mch1 -= mch2;
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mch1.Invoke(123, 456);
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MyIntFloatDoubleFunc mifdf;
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double d = mifdf.Invoke(123, 3.14f);
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char buf[1024];
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sprintf(buf, "%lf", d);
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Debug::Log(String(buf));
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FuncReturningString frs;
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String str = frs.Invoke(11, 22);
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Debug::Log(str);
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FloatAction fa;
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fa.Invoke(3.14f);
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PlainAction pa;
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pa.Invoke();
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MyAppDomainInitializer madi;
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AppDomainSetup ads;
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ads.SetAppDomainInitializer(madi);
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Array1<String> invokeParams(1);
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invokeParams.SetItem(0, "Hello");
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ads.GetAppDomainInitializer().Invoke(invokeParams);
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GameObject go(String("GameObject with a TestScript"));
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go.AddComponent<MyGame::MonoBehaviours::TestScript>();
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}

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