// AUTHORED SHIM (not copied). No-op UnityEngine surface for headless battle // resolution. Grows via the M1 compile loop -- add only members the compiler // demands. State-bearing battle logic lives in Engine/; nothing here computes // game state (Unity calls are VFX/IO/rendering, suppressed by IsForecast). using System; using System.Collections; namespace UnityEngine { // ---- value types (Vector2/3, Quaternion, Color, Mathf, Debug live in Primitives.cs) ---- public struct Vector4 { public float x, y, z, w; public Vector4(float x, float y, float z, float w){ this.x=x; this.y=y; this.z=z; this.w=w; } } public struct Color32 { public byte r, g, b, a; public Color32(byte r, byte g, byte b, byte a){ this.r=r; this.g=g; this.b=b; this.a=a; } } public struct Bounds { public Vector3 center, size; public Bounds(Vector3 c, Vector3 s){ center=c; size=s; } } public struct Rect { public float x, y, width, height; public Rect(float x, float y, float w, float h){ this.x=x; this.y=y; width=w; height=h; } } public struct Matrix4x4 { public static Matrix4x4 identity => new Matrix4x4(); } public struct Plane { } public struct Ray { } public struct RaycastHit { } public struct LayerMask { public int value; public static int NameToLayer(string n) => 0; public static implicit operator int(LayerMask m) => m.value; } // ---- core object model ---- public class Object { public string name { get; set; } public int GetInstanceID() => 0; public override string ToString() => name ?? base.ToString(); public static void Destroy(Object o) { } public static void Destroy(Object o, float t) { } public static void DestroyImmediate(Object o) { } public static void DontDestroyOnLoad(Object o) { } public static T Instantiate(T original) where T : Object => original; public static T FindObjectOfType() where T : Object => null; public static bool operator ==(Object a, Object b) => ReferenceEquals(a, b); public static bool operator !=(Object a, Object b) => !ReferenceEquals(a, b); public static implicit operator bool(Object o) => !ReferenceEquals(o, null); public override bool Equals(object o) => ReferenceEquals(this, o); public override int GetHashCode() => System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(this); } public class Component : Object { public Transform transform => null; public GameObject gameObject => null; public T GetComponent() => default; public T GetComponentInChildren() => default; public T[] GetComponentsInChildren() => new T[0]; public T GetComponentInParent() => default; } public class Behaviour : Component { public bool enabled { get; set; } } public class MonoBehaviour : Behaviour { public Coroutine StartCoroutine(IEnumerator routine) => null; public Coroutine StartCoroutine(string methodName) => null; public void StopCoroutine(IEnumerator routine) { } public void StopCoroutine(Coroutine routine) { } public void StopAllCoroutines() { } public void Invoke(string methodName, float time) { } public void CancelInvoke() { } public bool IsInvoking() => false; } public class Transform : Component, IEnumerable { public Vector3 position { get; set; } public Vector3 localPosition { get; set; } public Vector3 localScale { get; set; } = new Vector3(1, 1, 1); public Vector3 localEulerAngles { get; set; } public Vector3 eulerAngles { get; set; } public Quaternion rotation { get; set; } public Quaternion localRotation { get; set; } public Transform parent { get; set; } public int childCount => 0; public Transform Find(string n) => null; public Transform GetChild(int i) => null; public void SetParent(Transform p) { } public void SetParent(Transform p, bool worldPositionStays) { } public void SetSiblingIndex(int i) { } public int GetSiblingIndex() => 0; public void SetAsLastSibling() { } public void SetAsFirstSibling() { } public IEnumerator GetEnumerator() { yield break; } } public class GameObject : Object { public GameObject() { } public GameObject(string name) { this.name = name; } public Transform transform => null; public bool activeSelf => false; public bool activeInHierarchy => false; public int layer { get; set; } public string tag { get; set; } public void SetActive(bool value) { } public T GetComponent() => default; public T GetComponentInChildren() => default; public T AddComponent() where T : Component => default; public Component AddComponent(Type t) => null; public static GameObject Find(string n) => null; } public class ScriptableObject : Object { } // ---- rendering / physics / audio (pure no-op presentation) ---- public class Renderer : Component { public Material material { get; set; } public Material[] materials { get; set; } public bool enabled { get; set; } } public class MeshRenderer : Renderer { } public class SkinnedMeshRenderer : Renderer { } public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } } public class MeshFilter : Component { public Mesh mesh { get; set; } } public class ParticleSystem : Component { } public class ParticleSystemRenderer : Renderer { } public class LODGroup : Component { } public class Collider : Component { public bool enabled { get; set; } } public class BoxCollider : Collider { } public class Rigidbody : Component { } public class Rigidbody2D : Component { } public class Material : Object { public Material() { } public Material(Material src) { } public Color color { get; set; } public void SetFloat(string n, float v) { } public void SetColor(string n, Color c) { } public void SetTexture(string n, Texture t) { } } public class Mesh : Object { } public class Texture : Object { } public class Texture2D : Texture { public Texture2D(int w, int h) { } } public class RenderTexture : Texture { } public class Sprite : Object { } public class Shader : Object { public static Shader Find(string n) => null; } public class AnimationClip : Object { } public class Animation : Component { } public class Animator : Component { } public class AnimationCurve { } public class AudioClip : Object { } public class AudioSource : Component { } public class Camera : Component { public static Camera main => null; } public struct CharacterInfo { } // ---- coroutine machinery (never pumped headless; types must exist) ---- public class YieldInstruction { } public sealed class Coroutine : YieldInstruction { } public sealed class WaitForEndOfFrame : YieldInstruction { } public sealed class WaitForSeconds : YieldInstruction { public WaitForSeconds(float s) { } } public sealed class WaitForFixedUpdate : YieldInstruction { } // ---- input ---- public struct Touch { public int fingerId; public Vector2 position; public TouchPhase phase; } // ---- enums (grow members as the compiler demands) ---- public enum FontStyle { Normal, Bold, Italic, BoldAndItalic } public enum TouchPhase { Began, Moved, Stationary, Ended, Canceled } public enum KeyCode { None } // ---- attributes: permissive ctors accept any compile-time attribute args ---- public class SerializeField : Attribute { } public class HideInInspector : Attribute { } public class ExecuteInEditMode : Attribute { } public class AddComponentMenu : Attribute { public AddComponentMenu(string n) { } public AddComponentMenu(string n, int o) { } } public class ContextMenu : Attribute { public ContextMenu(string n) { } } public class RequireComponent : Attribute { public RequireComponent(Type a) { } public RequireComponent(Type a, Type b) { } } public class HeaderAttribute : Attribute { public HeaderAttribute(string h) { } } public class TooltipAttribute : Attribute { public TooltipAttribute(string t) { } } public class SpaceAttribute : Attribute { public SpaceAttribute() { } public SpaceAttribute(float h) { } } public class RangeAttribute : Attribute { public RangeAttribute(float min, float max) { } } public class MultilineAttribute : Attribute { public MultilineAttribute() { } public MultilineAttribute(int lines) { } } // ---- subsystem singletons / statics ---- public static class Application { public static bool isEditor => false; public static bool isPlaying => true; public static string persistentDataPath => ""; } public static class Time { public static float deltaTime => 0f; public static float time => 0f; public static float unscaledDeltaTime => 0f; public static int frameCount => 0; } public static class Screen { public static int width => 1920; public static int height => 1080; } }