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