cull(engine-cleanup): pass-9 cascade round 4 after UIPanel stub
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@@ -36,7 +36,7 @@ namespace UnityEngine
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public override bool Equals(object o) => o is Rect r && this == r;
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public override int GetHashCode() => x.GetHashCode() ^ (y.GetHashCode() << 2) ^ (width.GetHashCode() << 4) ^ (height.GetHashCode() << 6);
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}
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public struct Matrix4x4 { public static Matrix4x4 identity => new Matrix4x4(); public Vector3 MultiplyPoint3x4(Vector3 p) => p; public Vector3 MultiplyVector(Vector3 v) => v; public static Matrix4x4 operator *(Matrix4x4 a, Matrix4x4 b) => identity; }
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public struct Matrix4x4 { public static Matrix4x4 identity => new Matrix4x4(); public Vector3 MultiplyPoint3x4(Vector3 p) => p; public static Matrix4x4 operator *(Matrix4x4 a, Matrix4x4 b) => identity; }
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public struct Plane { public Plane(Vector3 normal, Vector3 point) { } public Plane(Vector3 inNormal, float d) { } public Plane(Vector3 a, Vector3 b, Vector3 c) { } public bool Raycast(Ray r, out float enter) { enter = 0; return false; } }
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public struct Ray { public Ray(Vector3 origin, Vector3 dir) { this.origin = origin; this.direction = dir; } public Vector3 origin; public Vector3 direction; public Vector3 GetPoint(float d) => origin; }
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public struct RaycastHit { public Vector3 point; public Vector3 normal; public float distance; public Collider collider; }
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@@ -292,7 +292,6 @@ public int particleCount => 0;
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public Texture mainTexture { get; set; }
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public Vector2 mainTextureOffset { get; set; }
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public Vector2 mainTextureScale { get; set; }
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public int renderQueue { get; set; }
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public string[] shaderKeywords { get; set; }
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public Color GetColor(string n) => Color.white;
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public void SetFloat(string n, float v) { }
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