feat(battle-engine): VfxWith ctor arg order + Unity conversions + ITouchProcessor reattach (1102->958)
- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38 CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo <-> VfxBase). These are on the resolution path. Fixed to match decomp. - UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32 conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween). - ITouchProcessor was dropped from touch-processor stubs by base-clause recovery; re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated full-surface stubs, interface+no-op members for the empty hand stubs). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -106,6 +106,9 @@ namespace UnityEngine
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public static Color operator *(Color a, Color b) => new Color(a.r * b.r, a.g * b.g, a.b * b.b, a.a * b.a);
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public static Color operator +(Color a, Color b) => new Color(a.r + b.r, a.g + b.g, a.b + b.b, a.a + b.a);
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public static implicit operator Color(Color32 c) => new Color(c.r / 255f, c.g / 255f, c.b / 255f, c.a / 255f);
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public static implicit operator Color32(Color c) => new Color32(
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(byte)(Mathf.Clamp01(c.r) * 255f), (byte)(Mathf.Clamp01(c.g) * 255f),
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(byte)(Mathf.Clamp01(c.b) * 255f), (byte)(Mathf.Clamp01(c.a) * 255f));
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}
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public static class Mathf
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