feat(battle-engine): UnityEngine member + static-class shims (3526->2706)
Extend the UnityEngine value/component shims with no-op members surfaced by the compile loop (UnityWebRequest/Font/Mesh/LODGroup/AudioSource/Rigidbody/Camera/Sprite/Animation/ Transform/Material/Texture2D/Light/Input/Resources + CharacterInfo/Vector4), via partial declarations + UnityShimExt.cs. Add the missing UnityEngine static classes (PlayerPrefs/ Physics/GUI/SystemInfo/Graphics/QualitySettings/StackTraceUtility) + enums (TextureFormat/ ColorSpace/EventModifiers/RenderTextureReadWrite) + Experimental.Rendering.GraphicsFormat* in UnityStatics.cs. All cosmetic, off the battle path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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107
SVSim.BattleEngine/Shim/UnityEngine/UnityStatics.cs
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107
SVSim.BattleEngine/Shim/UnityEngine/UnityStatics.cs
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// AUTHORED SHIM (not copied). UnityEngine static-class surface (prefs, physics, IMGUI,
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// device info, rendering) referenced by tangentially-copied engine code (settings,
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// post-processing, raycast UI, device fingerprinting). All cosmetic / off the battle
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// path; every member is a no-op returning a safe default.
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using System;
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namespace UnityEngine
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{
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public static class PlayerPrefs
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{
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public static void DeleteAll() { }
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public static void DeleteKey(string key) { }
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public static bool HasKey(string key) => false;
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public static void Save() { }
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public static float GetFloat(string key, float defaultValue = 0f) => defaultValue;
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public static int GetInt(string key, int defaultValue = 0) => defaultValue;
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public static string GetString(string key, string defaultValue = "") => defaultValue;
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public static void SetFloat(string key, float value) { }
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public static void SetInt(string key, int value) { }
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public static void SetString(string key, string value) { }
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}
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public static class Physics
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{
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public static Vector3 gravity { get; set; }
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public static bool Raycast(Ray ray, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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{ hit = default; return false; }
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public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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{ hit = default; return false; }
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public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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=> Array.Empty<RaycastHit>();
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public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance = float.PositiveInfinity, int layerMask = -1)
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=> Array.Empty<RaycastHit>();
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}
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public static class GUI
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{
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public static Color color { get; set; }
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public static void Label(Rect position, string text) { }
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}
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public static class SystemInfo
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{
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public static string deviceModel => "";
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public static string deviceName => "";
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public static string deviceUniqueIdentifier => "";
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public static string operatingSystem => "";
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public static string graphicsDeviceName => "";
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public static string graphicsDeviceVersion => "";
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public static int graphicsShaderLevel => 0;
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public static int graphicsMemorySize => 0;
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public static int systemMemorySize => 0;
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public static int processorCount => 1;
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public static string processorType => "";
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public static bool SupportsRenderTextureFormat(RenderTextureFormat format) => true;
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public static bool SupportsTextureFormat(TextureFormat format) => true;
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public static bool IsFormatSupported(Experimental.Rendering.GraphicsFormat format, Experimental.Rendering.FormatUsage usage) => true;
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}
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public static class Graphics
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{
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public static void Blit(Texture source, RenderTexture dest) { }
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public static void Blit(Texture source, RenderTexture dest, Material mat) { }
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public static void Blit(Texture source, RenderTexture dest, Material mat, int pass) { }
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}
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public static class QualitySettings
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{
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public static ColorSpace activeColorSpace => ColorSpace.Linear;
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public static int vSyncCount { get; set; }
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}
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public static class StackTraceUtility
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{
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public static string ExtractStackTrace() => "";
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}
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public enum ColorSpace { Uninitialized = -1, Gamma = 0, Linear = 1 }
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public enum RenderTextureReadWrite { Default, Linear, sRGB }
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public enum TextureFormat
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{
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Alpha8, ARGB4444, RGB24, RGBA32, ARGB32, RGB565, R16, DXT1, DXT5,
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RGBA4444, BGRA32, RHalf, RGHalf, RGBAHalf, RFloat, RGFloat, RGBAFloat,
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ARGB64, ASTC_6x6, ETC2_RGB, ETC2_RGBA8, ETC_RGB4, PVRTC_RGB4
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}
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[Flags]
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public enum EventModifiers
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{
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None = 0, Shift = 1, Control = 2, Alt = 4, Command = 8,
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Numeric = 16, CapsLock = 32, FunctionKey = 64
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}
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}
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namespace UnityEngine.Experimental.Rendering
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{
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public enum GraphicsFormat { None, R8G8B8A8_UNorm, R16G16B16A16_SFloat, R32G32B32A32_SFloat, D32_SFloat }
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[Flags]
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public enum FormatUsage { Sample = 1, Linear = 2, Sparse = 4, Render = 8, Blend = 16, MSAA2x = 32 }
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public static class GraphicsFormatUtility
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{
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public static GraphicsFormat GetGraphicsFormat(RenderTextureFormat format, RenderTextureReadWrite readWrite) => GraphicsFormat.None;
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public static GraphicsFormat GetGraphicsFormat(TextureFormat format, bool isSRGB) => GraphicsFormat.None;
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}
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}
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