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>
This commit is contained in:
gamer147
2026-06-06 00:54:47 -04:00
parent 3a88b27752
commit 59cb089c97
5 changed files with 7 additions and 6 deletions

View File

@@ -51,7 +51,7 @@ namespace UnityEngine
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; }
public struct RaycastHit { public Vector3 point; public Vector3 normal; public float distance; public Collider collider; public Transform transform; public GameObject gameObject; }
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; }
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 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 }; }
// ---- core object model ----
public class Object
@@ -301,7 +301,7 @@ namespace UnityEngine
public partial class Sprite : Object { public Rect rect => default; public Texture2D texture => null; public static Sprite Create(Texture2D t, Rect r, Vector2 pivot) => null; }
public partial class Shader : Object { public static Shader Find(string n) => null; public bool isSupported => true; }
public class AnimationClip : Object { public float length => 0f; public string name { get; set; } public float frameRate => 0f; }
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 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; }
public class Animator : Component
{
public void SetTrigger(string n) { } public void SetTrigger(int id) { }