cull(engine-cleanup): pass-8 phase-2 cascade round 1 after AreaSelectUI stub
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@@ -20,7 +20,6 @@ namespace UnityEngine
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public static float Distance(Vector2 a, Vector2 b) => (a - b).magnitude;
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public static float Angle(Vector2 from, Vector2 to) => 0f;
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public void Normalize() { var n = normalized; x = n.x; y = n.y; }
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public static Vector2 Lerp(Vector2 a, Vector2 b, float t) => new Vector2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t);
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public static Vector2 operator +(Vector2 a, Vector2 b) => new Vector2(a.x + b.x, a.y + b.y);
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public static Vector2 operator -(Vector2 a, Vector2 b) => new Vector2(a.x - b.x, a.y - b.y);
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public static Vector2 operator -(Vector2 a) => new Vector2(-a.x, -a.y);
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@@ -8,11 +8,9 @@ namespace UnityEngine
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public static partial class Input
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{
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public static Vector3 mousePosition => Vector3.zero;
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public static Vector2 mouseScrollDelta => Vector2.zero;
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public static int touchCount => 0;
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public static bool GetMouseButton(int b) => false;
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public static bool GetMouseButtonDown(int b) => false;
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public static bool GetMouseButtonUp(int b) => false;
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public static bool GetKey(KeyCode k) => false;
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public static bool GetKeyDown(KeyCode k) => false;
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public static bool GetKeyUp(KeyCode k) => false;
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@@ -272,11 +272,11 @@ namespace UnityEngine
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public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
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public class ParticleSystem : Component
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{
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public void Play() { } public void Stop() { } public int particleCount => 0;
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public void Play() { } public int particleCount => 0;
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public MainModule main => default;
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public int GetParticles(Particle[] p) => 0;
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public void SetParticles(Particle[] p, int n) { }
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public struct MainModule { public bool playOnAwake; public float simulationSpeed; public MinMaxGradient startColor; }
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public struct MainModule { public bool playOnAwake; public MinMaxGradient startColor; }
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public struct MinMaxGradient { public Color color; public MinMaxGradient(Color c) { color = c; } public static implicit operator MinMaxGradient(Color c) => new MinMaxGradient(c); }
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public struct EmissionModule { }
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public struct Particle { public Vector3 position; public Color32 startColor; }
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