port(m1): wave 6g — CS1061 member cluster (304->236)

- Friend.PlayerData full-surface generated (18 members) + hand stub -> partial.
- Wizard.RoomMatch.Player: 7 friend-info props (ViewerId/Name/Rank/Emblem/Degree/Country/IsFriend).
- GameMgr: HasAuthAdmin, ChangeAspectRatio(float), Update().
- Cute.SceneManager: ChangeScene overloads + SceneChangeParameter (+SceneChangeParameter stub).
- UnityEngine.SceneManagement.SceneManager + Scene; RedShellSDK.RedShellSDK statics.
- Packet.Attachments; Vector2.Dot/Angle/Normalize.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 00:11:43 -04:00
parent e5e05deadb
commit d4364ae4b1
7 changed files with 77 additions and 6 deletions

View File

@@ -133,7 +133,17 @@ namespace Facebook.Unity
public static void LogOut() { }
}
}
namespace RedShellSDK { internal class _ShimAnchor { } }
namespace RedShellSDK
{
public static class RedShellSDK
{
public static void SetApiKey(string apiKey) { }
public static void SetUserId(string userId) { }
public static void SetVerboseLogs(bool verbose) { }
public static void MarkConversion() { }
public static void LogEvent(string type) { }
}
}
namespace ZXing
{
public enum BarcodeFormat { QR_CODE, AZTEC, CODE_128, EAN_13 }

View File

@@ -0,0 +1,36 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UIFriend\Friend.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.ErrorDialog;
namespace Wizard.UIFriend
{
public partial class Friend
{
public partial class PlayerData
{
public int ViewerId;
public int ApplyId;
public string Name;
public long EmblemId;
public int DegreeId;
public int Rank;
public string Country;
public DateTime ApplyTime;
public DateTime ApplyReceivedTime;
public DateTime BattleTime;
public DateTime TaskTime;
public bool isFriend;
public bool isFriendApply;
public bool isFriendApplyRecived;
public BattleParameter BattleParameter;
public bool IsSameGuildMember { get; set; }
public int MissionType { get; set; }
public PlayerData(string in_Name, long in_EmblemId, int in_DegreeId, int in_Rank, string in_Country) { }
public void Copy(UserFriend src) { }
}
}
}

View File

@@ -85,6 +85,9 @@ public class GameMgr
public bool IsNetworkBattle { get; set; }
public bool IsAINetwork { get; set; }
public bool IsPuzzleQuest { get; set; }
public bool HasAuthAdmin { get; set; }
public void ChangeAspectRatio(float newAspectRatio) { }
public void Update() { }
private EffectMgr _effect;
private SoundMgr _sound;

View File

@@ -20,6 +20,9 @@ namespace UnityEngine
public float sqrMagnitude => x * x + y * y;
public Vector2 normalized { get { float m = magnitude; return m > 1e-6f ? new Vector2(x / m, y / m) : zero; } }
public static float Distance(Vector2 a, Vector2 b) => (a - b).magnitude;
public static float Dot(Vector2 a, Vector2 b) => a.x * b.x + a.y * b.y;
public static float Angle(Vector2 from, Vector2 to) => 0f;
public void Normalize() { var n = normalized; x = n.x; y = n.y; }
public static Vector2 Lerp(Vector2 a, Vector2 b, float t) => new Vector2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t);
public static Vector2 operator +(Vector2 a, Vector2 b) => new Vector2(a.x + b.x, a.y + b.y);
public static Vector2 operator -(Vector2 a, Vector2 b) => new Vector2(a.x - b.x, a.y - b.y);

View File

@@ -58,7 +58,19 @@ namespace UnityEngine
// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
namespace UnityEngine.SceneManagement { internal class _ShimAnchor { } }
namespace UnityEngine.SceneManagement
{
internal class _ShimAnchor { }
public struct Scene { public string name => ""; public int buildIndex => 0; public bool IsValid() => false; public bool isLoaded => false; }
public static class SceneManager
{
public static void LoadScene(string sceneName) { }
public static void LoadScene(int sceneBuildIndex) { }
public static Scene GetActiveScene() => default;
public static Scene GetSceneByName(string name) => default;
public static int sceneCount => 0;
}
}
namespace UnityEngine.SocialPlatforms
{
// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses

View File

@@ -101,7 +101,14 @@ namespace Wizard.RoomMatch
namespace Cute
{
public class SceneManager { }
public class SceneChangeParameter { public bool KeepAssets; public SceneType BeforeScene; public SceneType NextScene; public string NextState; }
public class SceneManager
{
public SceneChangeParameter SceneChangeParameter = new SceneChangeParameter();
public void ChangeScene(string next_scene) { }
public void ChangeScene(string next_scene, string active_state) { }
public void ChangeScene(SceneType type, string active_state = "") { }
}
}
namespace Wizard.Story
@@ -124,7 +131,7 @@ namespace BestHTTP.SocketIO
{
// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
public sealed class Packet { }
public sealed class Packet { public System.Collections.Generic.List<byte[]> Attachments { get; set; } }
public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
public sealed class Socket
{

View File

@@ -24,14 +24,14 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
namespace Wizard.UIFriend
{
public class Friend { public class PlayerData { } }
public partial class Friend { public partial class PlayerData { } }
public class FriendDataBase
{
public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
}
}
namespace Wizard.Title { public partial class GameSetup { } }
namespace Wizard.RoomMatch { public class Player { } }
namespace Wizard.RoomMatch { public class Player { public long Emblem { get; set; } public int Degree { get; set; } public string Country { get; set; } public string Name { get; set; } public int Rank { get; set; } public bool IsFriend { get; set; } public int ViewerId { get; set; } } }
// ---- namespace anchors (referenced via `using`) ----
namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }