cull(engine-cleanup): pass-8 phase-2 cascade round 1 after CardDetailUI stub
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@@ -55,7 +55,6 @@ namespace UnityEngine
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public static float SqrMagnitude(Vector3 a) => a.sqrMagnitude;
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public static float Dot(Vector3 a, Vector3 b) => a.x * b.x + a.y * b.y + a.z * b.z;
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public static Vector3 Scale(Vector3 a, Vector3 b) => new Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
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public void Scale(Vector3 s) { x *= s.x; y *= s.y; z *= s.z; }
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public static Vector3 Lerp(Vector3 a, Vector3 b, float t) => new Vector3(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t);
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public static Vector3 operator +(Vector3 a, Vector3 b) => new Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
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public static Vector3 operator -(Vector3 a, Vector3 b) => new Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
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@@ -271,11 +271,11 @@ namespace UnityEngine
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public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
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public class ParticleSystem : Component
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{
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public void Play() { } public int particleCount => 0;
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public int particleCount => 0;
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public MainModule main => default;
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public int GetParticles(Particle[] p) => 0;
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public void SetParticles(Particle[] p, int n) { }
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public struct MainModule { public bool playOnAwake; public MinMaxGradient startColor; }
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public struct MainModule { public MinMaxGradient startColor; }
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public struct MinMaxGradient { public Color color; public MinMaxGradient(Color c) { color = c; } public static implicit operator MinMaxGradient(Color c) => new MinMaxGradient(c); }
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public struct EmissionModule { }
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public struct Particle { public Vector3 position; public Color32 startColor; }
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