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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