port(m1): wave 6d — Unity method/ctor overloads (572->444)
CS1501 overload gaps (Unity): - Transform.TransformPoint/InverseTransformPoint(float,float,float); LookAt(.,worldUp) x2. - Object.FindObjectsOfType(Type)/(bool); Instantiate<T>(.,pos,rot,parent). - Component/GameObject.BroadcastMessage(string,object[,opts]). - Animator.Play(string/int, layer[, normalizedTime]). - Mathf.Min/Max(params float[]/int[]). - MonoBehaviour.CancelInvoke(string). CS1729: NullBattleCardView(BuildInfo) ctor. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -129,8 +129,12 @@ namespace UnityEngine
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public static int Abs(int f) => Math.Abs(f);
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public static float Max(float a, float b) => Math.Max(a, b);
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public static int Max(int a, int b) => Math.Max(a, b);
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public static float Max(params float[] values) { float m = float.NegativeInfinity; foreach (var v in values) m = Math.Max(m, v); return m; }
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public static int Max(params int[] values) { int m = int.MinValue; foreach (var v in values) m = Math.Max(m, v); return m; }
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public static float Min(float a, float b) => Math.Min(a, b);
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public static int Min(int a, int b) => Math.Min(a, b);
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public static float Min(params float[] values) { float m = float.PositiveInfinity; foreach (var v in values) m = Math.Min(m, v); return m; }
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public static int Min(params int[] values) { int m = int.MaxValue; foreach (var v in values) m = Math.Min(m, v); return m; }
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public static float Clamp(float v, float lo, float hi) => Math.Max(lo, Math.Min(hi, v));
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public static int Clamp(int v, int lo, int hi) => Math.Max(lo, Math.Min(hi, v));
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public static float Clamp01(float v) => Math.Max(0f, Math.Min(1f, v));
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@@ -63,10 +63,13 @@ namespace UnityEngine
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public static T Instantiate<T>(T original) where T : Object => original;
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public static T Instantiate<T>(T original, Transform parent) where T : Object => original;
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public static T Instantiate<T>(T original, Vector3 pos, Quaternion rot) where T : Object => original;
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public static T Instantiate<T>(T original, Vector3 pos, Quaternion rot, Transform parent) where T : Object => original;
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public static Object Instantiate(Object original) => original;
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public static T FindObjectOfType<T>() where T : Object => null;
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public static T[] FindObjectsOfType<T>() where T : Object => new T[0];
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public static T[] FindObjectsOfType<T>(bool includeInactive) where T : Object => new T[0];
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public static Object FindObjectOfType(System.Type t) => null;
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public static Object[] FindObjectsOfType(System.Type t) => new Object[0];
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public static bool operator ==(Object a, Object b) => ReferenceEquals(a, b);
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public static bool operator !=(Object a, Object b) => !ReferenceEquals(a, b);
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public static implicit operator bool(Object o) => !ReferenceEquals(o, null);
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@@ -96,6 +99,8 @@ namespace UnityEngine
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public void SendMessage(string method, object value, SendMessageOptions options) { }
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public void SendMessage(string method, SendMessageOptions options) { }
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public void BroadcastMessage(string method) { }
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public void BroadcastMessage(string method, object parameter) { }
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public void BroadcastMessage(string method, object parameter, SendMessageOptions options) { }
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public bool CompareTag(string t) => false;
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}
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@@ -110,6 +115,7 @@ namespace UnityEngine
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public void StopAllCoroutines() { }
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public void Invoke(string methodName, float time) { }
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public void CancelInvoke() { }
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public void CancelInvoke(string methodName) { }
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public bool IsInvoking() => false;
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}
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@@ -138,7 +144,9 @@ namespace UnityEngine
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public Vector3 right { get => Vector3.right; set { } }
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public Transform root => this;
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public Vector3 TransformPoint(Vector3 p) => p;
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public Vector3 TransformPoint(float x, float y, float z) => new Vector3(x, y, z);
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public Vector3 InverseTransformPoint(Vector3 p) => p;
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public Vector3 InverseTransformPoint(float x, float y, float z) => new Vector3(x, y, z);
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public Vector3 TransformDirection(Vector3 d) => d;
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public Vector3 InverseTransformDirection(Vector3 d) => d;
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public Vector3 TransformVector(Vector3 v) => v;
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@@ -149,7 +157,9 @@ namespace UnityEngine
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public void Rotate(float x, float y, float z) { }
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public void RotateAround(Vector3 point, Vector3 axis, float angle) { }
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public void LookAt(Transform t) { }
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public void LookAt(Transform t, Vector3 worldUp) { }
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public void LookAt(Vector3 p) { }
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public void LookAt(Vector3 p, Vector3 worldUp) { }
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public void DetachChildren() { }
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public Transform Find(string n, bool includeInactive) => null;
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public IEnumerator GetEnumerator() { yield break; }
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@@ -184,6 +194,8 @@ namespace UnityEngine
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public void SendMessage(string method, object value, SendMessageOptions options) { }
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public void SendMessage(string method, SendMessageOptions options) { }
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public void BroadcastMessage(string method) { }
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public void BroadcastMessage(string method, object parameter) { }
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public void BroadcastMessage(string method, object parameter, SendMessageOptions options) { }
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public bool CompareTag(string t) => false;
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public static GameObject Find(string n) => null;
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public static GameObject FindGameObjectWithTag(string t) => null;
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@@ -288,6 +300,8 @@ namespace UnityEngine
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public void SetFloat(string n, float v) { }
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public bool GetBool(string n) => false; public int GetInteger(string n) => 0; public float GetFloat(string n) => 0f;
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public void Play(string n) { } public void Play(int hash) { }
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public void Play(string n, int layer) { } public void Play(string n, int layer, float normalizedTime) { }
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public void Play(int hash, int layer) { } public void Play(int hash, int layer, float normalizedTime) { }
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public void SetLayerWeight(int layer, float w) { }
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public float speed { get; set; } public bool enabled { get; set; }
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public void ResetTrigger(string n) { } public void ResetTrigger(int id) { }
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@@ -49,7 +49,7 @@ namespace Wizard.Battle.View
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// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
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// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
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public abstract class ClassBattleCardViewBase : BattleCardView { }
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public class NullBattleCardView : BattleCardView { public static void ReleaseSharedDummy() { } }
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public class NullBattleCardView : BattleCardView { public NullBattleCardView(BuildInfo buildInfo) { } public static void ReleaseSharedDummy() { } }
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}
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namespace Wizard.Battle.View.Vfx
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