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>
69 lines
2.8 KiB
C#
69 lines
2.8 KiB
C#
// AUTHORED SHIM (not copied). Second UnityEngine batch surfaced by the M1 compile
|
|
// loop (wave after the 2,570-file copy closure). Same rules as UnityShim.cs: no-op
|
|
// presentation/IO surface; add only what the compiler demands. Asset/light/collider
|
|
// types are referenced only as field/parameter types or via suppressed-IO calls.
|
|
using System;
|
|
|
|
namespace UnityEngine
|
|
{
|
|
public class TextAsset : Object
|
|
{
|
|
public string text => "";
|
|
public byte[] bytes => new byte[0];
|
|
}
|
|
|
|
public class AsyncOperation
|
|
{
|
|
public bool isDone => true;
|
|
public float progress => 1f;
|
|
public int priority { get; set; }
|
|
public bool allowSceneActivation { get; set; }
|
|
}
|
|
|
|
public class AssetBundle : Object
|
|
{
|
|
public static AssetBundle LoadFromFile(string path) => null;
|
|
public static AssetBundleCreateRequest LoadFromFileAsync(string path) => null;
|
|
public string[] GetAllAssetNames() => new string[0];
|
|
public T LoadAsset<T>(string name) where T : Object => null;
|
|
public Object LoadAsset(string name) => null;
|
|
public Object[] LoadAllAssets() => new Object[0];
|
|
public AssetBundleRequest LoadAllAssetsAsync() => null;
|
|
public void Unload(bool unloadAllLoadedObjects) { }
|
|
}
|
|
|
|
public class AssetBundleCreateRequest : AsyncOperation { public AssetBundle assetBundle => null; }
|
|
public class AssetBundleRequest : AsyncOperation { public Object asset => null; public Object[] allAssets => new Object[0]; }
|
|
|
|
public class Collider2D : Component { public bool enabled { get; set; } }
|
|
public partial class BoxCollider2D : Collider2D { }
|
|
public partial class Light : Behaviour { }
|
|
public class AudioListener : Behaviour { }
|
|
|
|
public enum RenderTextureFormat { ARGB32, Depth, ARGBHalf, ARGB64, Default }
|
|
|
|
public enum RuntimeInitializeLoadType
|
|
{
|
|
AfterSceneLoad, BeforeSceneLoad, AfterAssembliesLoaded,
|
|
BeforeSplashScreen, SubsystemRegistration
|
|
}
|
|
|
|
public sealed class RuntimeInitializeOnLoadMethodAttribute : Attribute
|
|
{
|
|
public RuntimeInitializeOnLoadMethodAttribute() { }
|
|
public RuntimeInitializeOnLoadMethodAttribute(RuntimeInitializeLoadType loadType) { }
|
|
}
|
|
}
|
|
|
|
// 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.SocialPlatforms
|
|
{
|
|
// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses
|
|
// Cute.IAchievementCallback; adding one here makes the unqualified name ambiguous.
|
|
public interface IAchievement { }
|
|
public interface IAchievementDescription { }
|
|
}
|