feat(battle-engine): BestHTTP SocketIO + Spine SDK member shims (1556->1462)
BestHTTP.SocketIO: Socket.On/Off/Emit + SocketIOCallback delegate, SocketManager ctors/ State/Socket/indexer/Open/Close/SettingRealtimeNetworkAgent, SocketOptions. Spine: Skeleton (Data/Skin/Scale/FindBone/SetSkin/Update), Bone (WorldX/Y/RotationX), SkeletonMecanim (MonoBehaviour + skeleton). All minimal hand shims (no full-surface -> no SDK closure pull); node-socket path is Phase-2, off the battle path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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34
SVSim.BattleEngine/Shim/External/SdkStubs.cs
vendored
34
SVSim.BattleEngine/Shim/External/SdkStubs.cs
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@@ -38,8 +38,38 @@ namespace CodeStage.AntiCheat.ObscuredTypes
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}
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// ---- Spine animation ----
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namespace Spine { public class Bone { } internal class _ShimAnchor { } }
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namespace Spine.Unity { public class SkeletonMecanim { } internal class _ShimAnchor { } }
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namespace Spine
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{
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// Spine runtime — minimal hand shim (cosmetic skeletal animation, off battle path).
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public class SkeletonData { }
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public class Skin { }
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public class Bone
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{
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public float WorldX, WorldY, WorldRotationX;
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public Skeleton Skeleton => null;
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}
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public class Skeleton
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{
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public SkeletonData Data => null;
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public Skin Skin => null;
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public float ScaleX, ScaleY;
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public Bone FindBone(string boneName) => null;
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public void SetSkin(string skinName) { }
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public void SetSkin(Skin newSkin) { }
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public void SetSlotsToSetupPose() { }
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public void Update(float delta) { }
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}
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internal class _ShimAnchor { }
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}
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namespace Spine.Unity
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{
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public class SkeletonMecanim : UnityEngine.MonoBehaviour
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{
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public Spine.Skeleton skeleton => null;
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public Spine.Skeleton Skeleton => null;
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}
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internal class _ShimAnchor { }
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}
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// ---- misc third-party namespaces (anchors) ----
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namespace RedShellUnity { internal class _ShimAnchor { } }
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