[trim] fully-unreachable files deleted: 6 [trim] files edited: 55, files deleted: 0, nodes removed: 244 [type-trim] files edited: 1, types removed: 1 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
59 lines
2.9 KiB
C#
59 lines
2.9 KiB
C#
// AUTHORED SHIM (not copied). Input / Random / Resources statics + the full KeyCode
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// enum. Referenced almost entirely by non-battle UI/input files swept into the closure;
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// headless we never pump input and never load resources, so all of this is inert.
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using System;
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namespace UnityEngine
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{
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public static partial class Input
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{
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public static Vector3 mousePosition => Vector3.zero;
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public static Vector2 mouseScrollDelta => Vector2.zero;
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public static int touchCount => 0;
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public static bool GetMouseButton(int b) => false;
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public static bool GetMouseButtonDown(int b) => false;
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public static bool GetMouseButtonUp(int b) => false;
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public static bool GetKey(KeyCode k) => false;
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public static bool GetKeyDown(KeyCode k) => false;
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public static bool GetKeyUp(KeyCode k) => false;
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public static string inputString => "";
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public static bool multiTouchEnabled { get; set; }
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}
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public static class Random
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{
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public static float value => 0f;
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public static int Range(int minInclusive, int maxExclusive) => minInclusive;
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public static float Range(float min, float max) => min;
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public static Quaternion rotation => Quaternion.identity;
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public static int seed { get; set; }
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}
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public static partial class Resources
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{
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public static T Load<T>(string path) where T : Object => null;
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public static T Load<T>(string path, Type t) where T : Object => null;
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// Headless: the non-generic Load is used by the copied PrefabMgr to back a prefab
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// dictionary that the resolution-path ctor then Instantiate()s + GetComponent()s
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// (e.g. Prefab/Game/UnityEventAgent). Return a cached no-op GameObject per path so that
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// chain yields a non-null object. Typed asset loads go through the generic Load<T> (null).
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// ConcurrentDictionary + GetOrAdd so concurrent battle setups don't race on first-miss.
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private static readonly System.Collections.Concurrent.ConcurrentDictionary<string, GameObject> _loaded
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= new System.Collections.Concurrent.ConcurrentDictionary<string, GameObject>();
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public static Object Load(string path)
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{
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if (string.IsNullOrEmpty(path)) return null;
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return _loaded.GetOrAdd(path, static p => new GameObject(p));
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}
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public static Object Load(string path, Type t) => Load(path);
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public static ResourceRequest LoadAsync(string path) => null;
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public static AsyncOperation UnloadUnusedAssets() => null;
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}
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public class ResourceRequest : AsyncOperation { }
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public enum KeyCode
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{
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None = 0, Tab = 9, Return = 13, Escape = 27, Alpha0 = 48, A = 97, B, D, E, F, N, P, S, X, RightArrow = 275, LeftArrow = 276, RightShift = 303, LeftShift = 304, RightControl = 305, LeftControl = 306, Mouse0 = 323, JoystickButton0 = 330, JoystickButton1 }
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}
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