feat(battle-engine): EffectType full enum + collection/card/vfx extension copies

Replaces partial EffectMgr.EffectType with all 226 decomp values; copies the
IsNotNullOrEmpty/EquelsID/FindFromCardId/GetAllFuncVfxResults extension files +
UI extensions; adds Renderer/MeshFilter shared-material/mesh/sortingOrder. Compile
loop then closed the revealed deps (3242 files). 9.1k -> 18 errors.
This commit is contained in:
gamer147
2026-06-05 20:38:56 -04:00
parent c3bd39f2cb
commit 0455ff649e
196 changed files with 16452 additions and 19 deletions

View File

@@ -193,11 +193,26 @@ namespace UnityEngine
public class ScriptableObject : Object { }
// ---- rendering / physics / audio (pure no-op presentation) ----
public class Renderer : Component { public Material material { get; set; } public Material[] materials { get; set; } public bool enabled { get; set; } }
public class Renderer : Component
{
public Material material { get; set; }
public Material[] materials { get; set; }
public Material sharedMaterial { get; set; }
public Material[] sharedMaterials { get; set; }
public bool enabled { get; set; }
public bool isVisible => false;
public int sortingOrder { get; set; }
public string sortingLayerName { get; set; }
public int sortingLayerID { get; set; }
public Bounds bounds => default;
public ShadowCastingMode shadowCastingMode { get; set; }
public bool receiveShadows { get; set; }
}
public enum ShadowCastingMode { Off, On, TwoSided, ShadowsOnly }
public class MeshRenderer : Renderer { }
public class SkinnedMeshRenderer : Renderer { }
public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } }
public class MeshFilter : Component { public Mesh mesh { get; set; } }
public class SkinnedMeshRenderer : Renderer { public Mesh sharedMesh { get; set; } public Transform rootBone { get; set; } public Transform[] bones { get; set; } }
public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } public Color color { get; set; } }
public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
public class ParticleSystem : Component
{
public void Play() { } public void Play(bool withChildren) { }