cull(engine-cleanup): pass-9 cascade round 2 after UIPanel stub

This commit is contained in:
gamer147
2026-07-03 23:30:59 -04:00
parent 36bd90c2b3
commit 18844b2233
11 changed files with 5 additions and 274 deletions

View File

@@ -265,7 +265,7 @@ namespace UnityEngine
}
public class MeshRenderer : Renderer { }
public class SpriteRenderer : Renderer { public Color color { get; set; } }
public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
public class MeshFilter : Component { public Mesh sharedMesh { get; set; } }
public class ParticleSystem : Component
{
public int particleCount => 0;
@@ -301,7 +301,7 @@ public int particleCount => 0;
public void SetTexture(string n, Texture t) { }
public void EnableKeyword(string k) { }
}
public partial class Mesh : Object { public Vector3[] vertices { get; set; } public int[] triangles { get; set; } public void Clear() { } public void RecalculateBounds() { } }
public partial class Mesh : Object { }
public class Texture : Object { public int width => 0; public int height => 0; }
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) { } }
public enum WrapMode { Once = 1, Default = 0}
@@ -335,15 +335,13 @@ public void Play(int hash, int layer, float normalizedTime) { }
public int pixelHeight => 1080;
public Rect rect { get; set; }
public Rect pixelRect { get; set; }
public Color backgroundColor { get; set; }
public CameraClearFlags clearFlags { get; set; }
public Vector3 ViewportToWorldPoint(Vector3 p) => p;
public Vector3 WorldToViewportPoint(Vector3 p) => p;
public Vector3 ScreenToWorldPoint(Vector3 p) => p;
public Vector3 WorldToScreenPoint(Vector3 p) => p;
public Ray ScreenPointToRay(Vector3 p) => default;
}
public enum CameraClearFlags { Skybox = 1, Color = 2, Depth = 3}
public enum CameraClearFlags { }
public partial struct CharacterInfo { }
// ---- coroutine machinery (never pumped headless; types must exist) ----