cull(engine-cleanup): pass-9 cascade round 2 after UIPanel stub
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@@ -265,7 +265,7 @@ namespace UnityEngine
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}
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public class MeshRenderer : Renderer { }
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public class SpriteRenderer : Renderer { public Color color { get; set; } }
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public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
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public class MeshFilter : Component { public Mesh sharedMesh { get; set; } }
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public class ParticleSystem : Component
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{
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public int particleCount => 0;
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@@ -301,7 +301,7 @@ public int particleCount => 0;
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public void SetTexture(string n, Texture t) { }
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public void EnableKeyword(string k) { }
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}
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public partial class Mesh : Object { public Vector3[] vertices { get; set; } public int[] triangles { get; set; } public void Clear() { } public void RecalculateBounds() { } }
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public partial class Mesh : Object { }
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public class Texture : Object { public int width => 0; public int height => 0; }
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public partial class Texture2D : Texture { public Texture2D(int w, int h) { } public Texture2D(int w, int h, TextureFormat format, bool mipChain) { } public void Apply() { } public void SetPixel(int x, int y, Color c) { } }
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public enum WrapMode { Once = 1, Default = 0}
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@@ -335,15 +335,13 @@ public void Play(int hash, int layer, float normalizedTime) { }
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public int pixelHeight => 1080;
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public Rect rect { get; set; }
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public Rect pixelRect { get; set; }
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public Color backgroundColor { get; set; }
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public CameraClearFlags clearFlags { get; set; }
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public Vector3 ViewportToWorldPoint(Vector3 p) => p;
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public Vector3 WorldToViewportPoint(Vector3 p) => p;
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public Vector3 ScreenToWorldPoint(Vector3 p) => p;
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public Vector3 WorldToScreenPoint(Vector3 p) => p;
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public Ray ScreenPointToRay(Vector3 p) => default;
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}
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public enum CameraClearFlags { Skybox = 1, Color = 2, Depth = 3}
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public enum CameraClearFlags { }
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public partial struct CharacterInfo { }
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// ---- coroutine machinery (never pumped headless; types must exist) ----
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@@ -32,7 +32,6 @@ namespace UnityEngine
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public class Collider2D : Component { public bool enabled { get; set; } }
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public partial class BoxCollider2D : Collider2D { public Vector2 offset { get; set; } public Vector2 size { get; set; } }
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public partial class Light : Behaviour { }
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public class AudioListener : Behaviour { }
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public enum RuntimeInitializeLoadType
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{
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@@ -29,8 +29,6 @@ namespace UnityEngine
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public partial class Transform
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{
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public bool hasChanged { get; set; }
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public Matrix4x4 localToWorldMatrix => default;
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public Matrix4x4 worldToLocalMatrix => default;
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public void Translate(Vector3 translation, Space relativeTo) { }
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public void Rotate(Vector3 eulers, Space relativeTo) { }
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@@ -62,12 +60,6 @@ namespace UnityEngine
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public partial class Mesh
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{
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public int vertexCount => 0;
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public Vector3[] normals { get; set; }
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public Vector4[] tangents { get; set; }
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public Vector2[] uv { get; set; }
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public Color32[] colors32 { get; set; }
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public void MarkDynamic() { }
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}
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public partial class Texture2D
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