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>
This commit is contained in:
gamer147
2026-06-06 00:44:04 -04:00
parent 7d3d92981e
commit 981f903504
2 changed files with 7 additions and 7 deletions

View File

@@ -41,8 +41,8 @@ namespace CodeStage.AntiCheat.ObscuredTypes
namespace Spine
{
// Spine runtime — minimal hand shim (cosmetic skeletal animation, off battle path).
public class SkeletonData { }
public class Skin { }
public class SkeletonData { public System.Collections.Generic.List<Skin> Skins { get; } = new System.Collections.Generic.List<Skin>(); }
public class Skin { public string Name { get; set; } }
public class Bone
{
public float WorldX, WorldY, WorldRotationX;

View File

@@ -108,7 +108,7 @@ namespace UnityEngine
public bool CompareTag(string t) => false;
}
public class Behaviour : Component { public bool enabled { get; set; } }
public class Behaviour : Component { public bool enabled { get; set; } public bool isActiveAndEnabled { get; } }
public class MonoBehaviour : Behaviour
{
@@ -254,7 +254,7 @@ namespace UnityEngine
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; } }
public partial class Rigidbody : Component { }
public class Rigidbody2D : Component { }
public class Rigidbody2D : Component { public bool isKinematic { get; set; } }
public partial class Material : Object
{
public Material() { }
@@ -291,12 +291,12 @@ namespace UnityEngine
public enum TextureWrapMode { Repeat, Clamp, Mirror, MirrorOnce }
public enum WrapMode { Once = 1, Loop = 2, PingPong = 4, Default = 0, ClampForever = 8, Clamp = 1 }
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; } }
public struct AnimatorStateInfo { public bool IsName(string name) => false; public float normalizedTime => 0f; public int shortNameHash => 0; public float length => 0f; }
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; }
public struct AnimatorClipInfo { public AnimationClip clip => null; public float weight => 0f; }
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) { } }
public partial class Sprite : Object { public Rect rect => default; public Texture2D texture => null; public static Sprite Create(Texture2D t, Rect r, Vector2 pivot) => null; }
public partial class Shader : Object { public static Shader Find(string n) => null; public bool isSupported => true; }
public class AnimationClip : Object { public float length => 0f; public string name { get; set; } }
public class AnimationClip : Object { public float length => 0f; public string name { get; set; } public float frameRate => 0f; }
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; } }
public class Animator : Component
{
@@ -359,7 +359,7 @@ namespace UnityEngine
public sealed class WaitForFixedUpdate : YieldInstruction { }
// ---- input ----
public struct Touch { public int fingerId; public Vector2 position; public TouchPhase phase; }
public struct Touch { public int fingerId; public Vector2 position; public TouchPhase phase; public int tapCount; }
// ---- enums (grow members as the compiler demands) ----
public enum FontStyle { Normal, Bold, Italic, BoldAndItalic }