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>
This commit is contained in:
gamer147
2026-06-05 23:18:35 -04:00
parent 795f7a6bc8
commit be10425819
5 changed files with 83 additions and 7 deletions

View File

@@ -13,6 +13,11 @@ namespace UnityEngine
public static Vector4 one => new Vector4(1f, 1f, 1f, 1f);
public Vector4(float x, float y, float z) { this.x = x; this.y = y; this.z = z; this.w = 0f; }
public Vector4(float x, float y) { this.x = x; this.y = y; this.z = 0f; this.w = 0f; }
// UnityEngine implicitly promotes/truncates between Vector2/3/4.
public static implicit operator Vector4(Vector3 v) => new Vector4(v.x, v.y, v.z, 0f);
public static implicit operator Vector3(Vector4 v) => new Vector3(v.x, v.y, v.z);
public static implicit operator Vector4(Vector2 v) => new Vector4(v.x, v.y, 0f, 0f);
public static implicit operator Vector2(Vector4 v) => new Vector2(v.x, v.y);
}
public partial class Transform
@@ -22,6 +27,8 @@ namespace UnityEngine
public Matrix4x4 worldToLocalMatrix => default;
public void Translate(float x, float y) { }
public void Rotate(float x, float y) { }
public void Translate(Vector3 translation, Space relativeTo) { }
public void Rotate(Vector3 eulers, Space relativeTo) { }
}
public partial class LODGroup