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>
This commit is contained in:
gamer147
2026-06-05 22:14:23 -04:00
parent 9cd3f40a2f
commit d01e3da869
6 changed files with 335 additions and 22 deletions

View File

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