port(m1): wave 7e — Unity/NGUI/Spine member tail (142->112)
- isActiveAndEnabled onto Behaviour (real Unity location) — clears it on all 5 MonoBehaviour-derived NGUI types (MyPageCardPanel/WizardUIButton/UITweenAlpha/ UIScrollView/UICardList) in one edit. - Touch.tapCount, Rigidbody2D.isKinematic, AnimatorStateInfo.fullPathHash, AnimationClip.frameRate. - Spine: SkeletonData.Skins (List<Skin>) + Skin.Name, for SpineObject's Data.Skins.Any(s => s.Name == ...). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4
SVSim.BattleEngine/Shim/External/SdkStubs.cs
vendored
4
SVSim.BattleEngine/Shim/External/SdkStubs.cs
vendored
@@ -41,8 +41,8 @@ namespace CodeStage.AntiCheat.ObscuredTypes
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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 SkeletonData { public System.Collections.Generic.List<Skin> Skins { get; } = new System.Collections.Generic.List<Skin>(); }
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public class Skin { public string Name { get; set; } }
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public class Bone
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{
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public float WorldX, WorldY, WorldRotationX;
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@@ -108,7 +108,7 @@ namespace UnityEngine
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public bool CompareTag(string t) => false;
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}
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public class Behaviour : Component { public bool enabled { get; set; } }
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public class Behaviour : Component { public bool enabled { get; set; } public bool isActiveAndEnabled { get; } }
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public class MonoBehaviour : Behaviour
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{
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@@ -254,7 +254,7 @@ namespace UnityEngine
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public class Collider : Component { public bool enabled { get; set; } }
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public class BoxCollider : Collider { public Vector3 size { get; set; } public Vector3 center { get; set; } public bool isTrigger { get; set; } }
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public partial class Rigidbody : Component { }
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public class Rigidbody2D : Component { }
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public class Rigidbody2D : Component { public bool isKinematic { get; set; } }
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public partial class Material : Object
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{
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public Material() { }
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@@ -291,12 +291,12 @@ namespace UnityEngine
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public enum TextureWrapMode { Repeat, Clamp, Mirror, MirrorOnce }
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public enum WrapMode { Once = 1, Loop = 2, PingPong = 4, Default = 0, ClampForever = 8, Clamp = 1 }
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public struct Keyframe { public float time; public float value; public float inTangent; public float outTangent; public Keyframe(float t, float v) { time = t; value = v; inTangent = 0; outTangent = 0; } public Keyframe(float t, float v, float inT, float outT) { time = t; value = v; inTangent = inT; outTangent = outT; } }
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public struct AnimatorStateInfo { public bool IsName(string name) => false; public float normalizedTime => 0f; public int shortNameHash => 0; public float length => 0f; }
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public struct AnimatorStateInfo { public bool IsName(string name) => false; public float normalizedTime => 0f; public int shortNameHash => 0; public int fullPathHash => 0; public float length => 0f; }
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public struct AnimatorClipInfo { public AnimationClip clip => null; public float weight => 0f; }
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public class RenderTexture : Texture { public RenderTexture(int w, int h, int depth) { } public RenderTexture(int w, int h, int depth, RenderTextureFormat fmt) { } public void Create() { } public void Release() { } public bool IsCreated() => false; public static RenderTexture active { get; set; } public int depth { get; set; } public FilterMode filterMode { get; set; } public TextureWrapMode wrapMode { get; set; } public void DiscardContents() { } public static RenderTexture GetTemporary(int w, int h) => null; public static RenderTexture GetTemporary(int w, int h, int depth) => null; public static RenderTexture GetTemporary(int w, int h, int depth, RenderTextureFormat fmt) => null; public static void ReleaseTemporary(RenderTexture rt) { } }
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public partial class Sprite : Object { public Rect rect => default; public Texture2D texture => null; public static Sprite Create(Texture2D t, Rect r, Vector2 pivot) => null; }
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public partial class Shader : Object { public static Shader Find(string n) => null; public bool isSupported => true; }
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public class AnimationClip : Object { public float length => 0f; public string name { get; set; } }
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public class AnimationClip : Object { public float length => 0f; public string name { get; set; } public float frameRate => 0f; }
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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; } }
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public class Animator : Component
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{
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@@ -359,7 +359,7 @@ namespace UnityEngine
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public sealed class WaitForFixedUpdate : YieldInstruction { }
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// ---- input ----
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public struct Touch { public int fingerId; public Vector2 position; public TouchPhase phase; }
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public struct Touch { public int fingerId; public Vector2 position; public TouchPhase phase; public int tapCount; }
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// ---- enums (grow members as the compiler demands) ----
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public enum FontStyle { Normal, Bold, Italic, BoldAndItalic }
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