feat(battle-engine): ParticleSystem/Collider2D/Quaternion + SocketOptions members (1462->1386)

ParticleSystem.MainModule (playOnAwake/simulationSpeed/startColor + MinMaxGradient),
ParticleSystemRenderer (maskInteraction/trailMaterial + SpriteMaskInteraction), BoxCollider2D
(isTrigger/offset/size), Quaternion.FromToRotation/Inverse. SocketOptions (AutoConnect/
ConnectWith/AdditionalQueryParams) + PlatformSupport ObservableDictionary.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 22:43:39 -04:00
parent 7ac13f73f2
commit 7e5ff0a58f
5 changed files with 18 additions and 5 deletions

View File

@@ -73,7 +73,11 @@ namespace Spine.Unity
// ---- misc third-party namespaces (anchors) ----
namespace RedShellUnity { internal class _ShimAnchor { } }
namespace PlatformSupport.Collections.ObjectModel { internal class _ShimAnchor { } }
namespace PlatformSupport.Collections.ObjectModel
{
public class ObservableDictionary<TKey, TValue> : System.Collections.Generic.Dictionary<TKey, TValue> { }
internal class _ShimAnchor { }
}
namespace Convention { internal class _ShimAnchor { } }
namespace com.adjust.sdk { internal class _ShimAnchor { } }
namespace BestHTTP.Decompression { internal class _ShimAnchor { } }

View File

@@ -78,6 +78,8 @@ namespace UnityEngine
public static Quaternion AngleAxis(float angle, Vector3 axis) => identity;
public static Quaternion LookRotation(Vector3 fwd) => identity;
public static Quaternion Slerp(Quaternion a, Quaternion b, float t) => identity;
public static Quaternion FromToRotation(Vector3 from, Vector3 to) => identity;
public static Quaternion Inverse(Quaternion rotation) => identity;
public Vector3 eulerAngles { get => Vector3.zero; set { } }
public static Vector3 operator *(Quaternion q, Vector3 v) => v;
public static Quaternion operator *(Quaternion a, Quaternion b) => identity;

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@@ -226,11 +226,13 @@ namespace UnityEngine
public EmissionModule emission => default;
public int GetParticles(Particle[] p) => 0;
public void SetParticles(Particle[] p, int n) { }
public struct MainModule { public float duration; public float startLifetime; public bool loop; public float startSpeed; }
public struct MainModule { public float duration; public float startLifetime; public bool loop; public float startSpeed; public bool playOnAwake; public float simulationSpeed; public MinMaxGradient startColor; }
public struct MinMaxGradient { public Color color; public MinMaxGradient(Color c) { color = c; } public static implicit operator MinMaxGradient(Color c) => new MinMaxGradient(c); }
public struct EmissionModule { public bool enabled; public float rateOverTime; }
public struct Particle { public Vector3 position; public Vector3 velocity; public Color32 startColor; public float remainingLifetime; }
}
public class ParticleSystemRenderer : Renderer { }
public class ParticleSystemRenderer : Renderer { public SpriteMaskInteraction maskInteraction { get; set; } public Material trailMaterial { get; set; } }
public enum SpriteMaskInteraction { None, VisibleInsideMask, VisibleOutsideMask }
public partial class LODGroup : Component { }
public class Collider : Component { public bool enabled { get; set; } }
public class BoxCollider : Collider { public Vector3 size { get; set; } public Vector3 center { get; set; } public bool isTrigger { get; set; } }

View File

@@ -36,7 +36,7 @@ namespace UnityEngine
public class AssetBundleRequest : AsyncOperation { public Object asset => null; public Object[] allAssets => new Object[0]; }
public class Collider2D : Component { public bool enabled { get; set; } }
public partial class BoxCollider2D : Collider2D { }
public partial class BoxCollider2D : Collider2D { public bool isTrigger { get; set; } public Vector2 offset { get; set; } public Vector2 size { get; set; } }
public partial class Light : Behaviour { }
public class AudioListener : Behaviour { }

View File

@@ -118,7 +118,12 @@ namespace BestHTTP.SocketIO
public Socket Off() => this;
public Socket Emit(string eventName, params object[] args) => this;
}
public class SocketOptions { }
public class SocketOptions
{
public bool AutoConnect { get; set; }
public Transports.TransportTypes ConnectWith { get; set; }
public PlatformSupport.Collections.ObjectModel.ObservableDictionary<string, string> AdditionalQueryParams { get; set; }
}
public sealed class SocketManager
{
public enum States { Initial, Opening, Open, Paused, Pausing, Reconnecting, Closed }