port(m1): wave 7h — Unity overloads + SDK return types + RoomRoot:UIBase (56->40)
- Resources.LoadAsync(string) non-generic, LayerMask implicit-from-int, Animation string indexer. - SDK return-type fixes: RedShellSDK.MarkConversion/LogEvent return IEnumerator (StartCoroutine arg), Packsize.Test() returns bool (!Test()). - RoomRoot : UIBase (decomp base) so TopBar/Footer's (RoomRoot) casts succeed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -141,8 +141,8 @@ namespace RedShellSDK
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public static void SetApiKey(string apiKey) { }
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public static void SetUserId(string userId) { }
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public static void SetVerboseLogs(bool verbose) { }
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public static void MarkConversion() { }
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public static void LogEvent(string type) { }
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public static System.Collections.IEnumerator MarkConversion() { yield break; }
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public static System.Collections.IEnumerator LogEvent(string type) { yield break; }
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}
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}
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namespace ZXing
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2
SVSim.BattleEngine/Shim/External/SdkStubs.cs
vendored
2
SVSim.BattleEngine/Shim/External/SdkStubs.cs
vendored
@@ -97,5 +97,5 @@ namespace BestHTTP.Decompression.Zlib
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// Native plugins (no decomp source) referenced unqualified from global scope.
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public static class TimeNativePlugin { public static float GetDeviceOperatingTime() => 0f; }
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public static class Packsize { public static void Test() { } }
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public static class Packsize { public static bool Test() => true; }
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public static class DllCheck { public static bool Test() => true; }
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@@ -21,7 +21,7 @@ namespace Wizard.RoomMatch
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public partial class RoomBase { }
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public partial class RoomFormatEventHandler { }
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public partial class RoomWatchEventDispatch { }
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public partial class RoomRoot { }
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public partial class RoomRoot : global::UIBase { }
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public partial class RoomConnectChecker { }
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public partial class RoomVisitor { }
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public partial class RoomInviteFriend { }
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@@ -55,6 +55,7 @@ namespace UnityEngine
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public static T[] LoadAll<T>(string path) where T : Object => new T[0];
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public static Object[] LoadAll(string path) => new Object[0];
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public static ResourceRequest LoadAsync<T>(string path) where T : Object => null;
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public static ResourceRequest LoadAsync(string path) => null;
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public static void UnloadAsset(Object o) { }
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public static AsyncOperation UnloadUnusedAssets() => null;
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}
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@@ -51,7 +51,7 @@ namespace UnityEngine
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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; public Transform transform; public GameObject gameObject; }
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public struct RaycastHit2D { public Vector3 point; public Vector3 normal; public float distance; public Collider2D collider; public Transform transform; public static implicit operator bool(RaycastHit2D hit) => hit.collider != null; }
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public struct LayerMask { public int value; public static int NameToLayer(string n) => 0; public static string LayerToName(int layer) => ""; public static implicit operator int(LayerMask m) => m.value; }
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public struct LayerMask { public int value; public static int NameToLayer(string n) => 0; public static string LayerToName(int layer) => ""; public static implicit operator int(LayerMask m) => m.value; public static implicit operator LayerMask(int v) => new LayerMask { value = v }; }
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// ---- core object model ----
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public class Object
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@@ -301,7 +301,7 @@ namespace UnityEngine
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public partial class Sprite : Object { public Rect rect => default; public Texture2D texture => null; public static Sprite Create(Texture2D t, Rect r, Vector2 pivot) => null; }
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public partial class Shader : Object { public static Shader Find(string n) => null; public bool isSupported => true; }
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public class AnimationClip : Object { public float length => 0f; public string name { get; set; } public float frameRate => 0f; }
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public partial class Animation : Component, IEnumerable { public AnimationClip clip { get; set; } public bool isPlaying => false; public void Play() { } public void Play(string n) { } public void Stop() { } public IEnumerator GetEnumerator() { yield break; } }
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public partial class Animation : Component, IEnumerable { public AnimationClip clip { get; set; } public bool isPlaying => false; public void Play() { } public void Play(string n) { } public void Stop() { } public IEnumerator GetEnumerator() { yield break; } public AnimationState this[string name] => null; }
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public class Animator : Component
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{
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public void SetTrigger(string n) { } public void SetTrigger(int id) { }
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