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