feat(battle-engine): clear header frontier (Item/ErrorDialog/SDK shims + infra copies)
Resolves the 268-error header frontier: settings Item base, ErrorDialog.Data, RoomConnectController nested types, Unity asset/light/collider types, CriWare/ CodeStage/Spine SDK surface, and copies INetworkLogger + SingletonMonoBehaviour verbatim. Per F3 this unmasks the type bodies (~26.5k member-level errors now visible) -- the real M1 bulk, attacked in following waves.
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68
SVSim.BattleEngine/Shim/UnityEngine/UnityShim2.cs
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68
SVSim.BattleEngine/Shim/UnityEngine/UnityShim2.cs
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// AUTHORED SHIM (not copied). Second UnityEngine batch surfaced by the M1 compile
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// loop (wave after the 2,570-file copy closure). Same rules as UnityShim.cs: no-op
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// presentation/IO surface; add only what the compiler demands. Asset/light/collider
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// types are referenced only as field/parameter types or via suppressed-IO calls.
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using System;
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namespace UnityEngine
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{
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public class TextAsset : Object
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{
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public string text => "";
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public byte[] bytes => new byte[0];
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}
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public class AsyncOperation
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{
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public bool isDone => true;
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public float progress => 1f;
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public int priority { get; set; }
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public bool allowSceneActivation { get; set; }
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}
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public class AssetBundle : Object
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{
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public static AssetBundle LoadFromFile(string path) => null;
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public static AssetBundleCreateRequest LoadFromFileAsync(string path) => null;
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public string[] GetAllAssetNames() => new string[0];
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public T LoadAsset<T>(string name) where T : Object => null;
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public Object LoadAsset(string name) => null;
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public Object[] LoadAllAssets() => new Object[0];
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public AssetBundleRequest LoadAllAssetsAsync() => null;
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public void Unload(bool unloadAllLoadedObjects) { }
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}
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public class AssetBundleCreateRequest : AsyncOperation { public AssetBundle assetBundle => null; }
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public class AssetBundleRequest : AsyncOperation { public Object asset => null; public Object[] allAssets => new Object[0]; }
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public class Collider2D : Component { public bool enabled { get; set; } }
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public class BoxCollider2D : Collider2D { }
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public class Light : Behaviour { }
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public class AudioListener : Behaviour { }
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public enum RenderTextureFormat { ARGB32, Depth, ARGBHalf, ARGB64, Default }
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public enum RuntimeInitializeLoadType
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{
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AfterSceneLoad, BeforeSceneLoad, AfterAssembliesLoaded,
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BeforeSplashScreen, SubsystemRegistration
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}
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public sealed class RuntimeInitializeOnLoadMethodAttribute : Attribute
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{
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public RuntimeInitializeOnLoadMethodAttribute() { }
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public RuntimeInitializeOnLoadMethodAttribute(RuntimeInitializeLoadType loadType) { }
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}
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}
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// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
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namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
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namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
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namespace UnityEngine.SceneManagement { internal class _ShimAnchor { } }
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namespace UnityEngine.SocialPlatforms
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{
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// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses
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// Cute.IAchievementCallback; adding one here makes the unqualified name ambiguous.
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public interface IAchievement { }
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public interface IAchievementDescription { }
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}
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