Files
SVSimServer/SVSim.BattleEngine/Shim/UnityEngine/UnityShim.cs
gamer147 5a23f93152 docs(engine-ambient): explain why _components GetOrAdd factory is contention-safe
Reviewer noted the factory may be invoked more than once under contention.
Document the analysis inline so a future reader doesn't have to redo it:
the discarded instance's mutations land on private fields of a soon-unreachable
object, and the only shared sentinel (_noopViewMaterial) is read-only.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-08 08:25:34 -04:00

544 lines
36 KiB
C#

// 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 partial 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 Vector3 extents { get => size * 0.5f; set => size = value * 2f; }
public Vector3 min { get => center - extents; set { } }
public Vector3 max { get => center + extents; set { } }
public bool Contains(Vector3 p) => false;
public void Encapsulate(Vector3 p) { }
public void Encapsulate(Bounds b) { }
public void Expand(float amount) { }
public bool Intersects(Bounds b) => false;
public float SqrDistance(Vector3 p) => 0f;
}
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 float xMin { get => x; set { width += x - value; x = value; } }
public float yMin { get => y; set { height += y - value; y = value; } }
public float xMax { get => x + width; set => width = value - x; }
public float yMax { get => y + height; set => height = value - y; }
public Vector2 center { get => new Vector2(x + width / 2, y + height / 2); set { } }
public Vector2 size { get => new Vector2(width, height); set { width = value.x; height = value.y; } }
public Vector2 position { get => new Vector2(x, y); set { x = value.x; y = value.y; } }
public Vector2 min { get => new Vector2(xMin, yMin); set { } }
public Vector2 max { get => new Vector2(xMax, yMax); set { } }
public bool Contains(Vector2 p) => false;
public bool Contains(Vector3 p) => false;
public bool Overlaps(Rect other) => false;
public static Rect MinMaxRect(float xmin, float ymin, float xmax, float ymax) => new Rect(xmin, ymin, xmax - xmin, ymax - ymin);
public static bool operator ==(Rect a, Rect b) => a.x == b.x && a.y == b.y && a.width == b.width && a.height == b.height;
public static bool operator !=(Rect a, Rect b) => !(a == b);
public override bool Equals(object o) => o is Rect r && this == r;
public override int GetHashCode() => x.GetHashCode() ^ (y.GetHashCode() << 2) ^ (width.GetHashCode() << 4) ^ (height.GetHashCode() << 6);
}
public struct Matrix4x4 { public static Matrix4x4 identity => new Matrix4x4(); public Vector3 MultiplyPoint(Vector3 p) => p; public Vector3 MultiplyPoint3x4(Vector3 p) => p; public Vector3 MultiplyVector(Vector3 v) => v; public static Matrix4x4 TRS(Vector3 t, Quaternion r, Vector3 s) => identity; public Matrix4x4 inverse => identity; public static Matrix4x4 operator *(Matrix4x4 a, Matrix4x4 b) => identity; public Vector4 GetColumn(int i) => default; public Vector4 GetRow(int i) => default; public float this[int row, int col] { get => 0f; set { } } }
public struct Plane { public Plane(Vector3 normal, Vector3 point) { } public Plane(Vector3 inNormal, float d) { } public Plane(Vector3 a, Vector3 b, Vector3 c) { } public bool Raycast(Ray r, out float enter) { enter = 0; return false; } }
public struct Ray { public Ray(Vector3 origin, Vector3 dir) { this.origin = origin; this.direction = dir; } public Vector3 origin; public Vector3 direction; public Vector3 GetPoint(float d) => origin; }
public struct RaycastHit { public Vector3 point; public Vector3 normal; public float distance; public Collider collider; public Transform transform; public GameObject gameObject; }
public struct RaycastHit2D { public Vector3 point; public Vector3 normal; public float distance; public Collider2D collider; public Transform transform; public static implicit operator bool(RaycastHit2D hit) => hit.collider != null; }
public struct LayerMask { public int value; public static int NameToLayer(string n) => 0; public static string LayerToName(int layer) => ""; public static implicit operator int(LayerMask m) => m.value; public static implicit operator LayerMask(int v) => new LayerMask { value = v }; }
// ---- core object model ----
public class Object
{
public string name { get; set; }
public HideFlags hideFlags { 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 DestroyImmediate(Object o, bool allowDestroyingAssets) { }
public static void DontDestroyOnLoad(Object o) { }
public static T Instantiate<T>(T original) where T : Object => original;
public static T Instantiate<T>(T original, Transform parent) where T : Object => original;
public static T Instantiate<T>(T original, Vector3 pos, Quaternion rot) where T : Object => original;
public static T Instantiate<T>(T original, Vector3 pos, Quaternion rot, Transform parent) where T : Object => original;
public static Object Instantiate(Object original) => original;
public static T FindObjectOfType<T>() where T : Object => null;
public static T[] FindObjectsOfType<T>() where T : Object => new T[0];
public static T[] FindObjectsOfType<T>(bool includeInactive) where T : Object => new T[0];
public static Object FindObjectOfType(System.Type t) => null;
public static Object[] FindObjectsOfType(System.Type t) => new Object[0];
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
{
internal GameObject _go;
// Self-consistent no-op object graph (M5): a Component belongs to a GameObject, and
// component.transform == component.gameObject.transform. Lazily materialize a backing
// GameObject so the unguarded prefab/view touches on the createNullView:false card-creation
// path (F1) resolve to non-null no-ops, and route GetComponent through that GameObject's
// cached component model so a chained transform.Find(...).GetComponent<T>() yields the same
// non-null instances rather than null.
public virtual GameObject gameObject => _go ??= new GameObject();
public virtual Transform transform => gameObject.transform;
public string tag { get; set; }
public T GetComponent<T>() => gameObject.GetComponent<T>();
public T GetComponent<T>(string type) => gameObject.GetComponent<T>();
public Component GetComponent(System.Type t) => gameObject.GetComponent(t);
public Component GetComponent(string t) => null;
public T GetComponentInChildren<T>() => default;
public T GetComponentInChildren<T>(bool includeInactive) => default;
public T[] GetComponentsInChildren<T>() => new T[0];
public T[] GetComponentsInChildren<T>(bool includeInactive) => new T[0];
public T GetComponentInParent<T>() => default;
public T GetComponentInParent<T>(bool includeInactive) => default;
public T[] GetComponentsInParent<T>() => new T[0];
public T[] GetComponents<T>() => new T[0];
public Component[] GetComponents(System.Type t) => new Component[0];
public void SendMessage(string method) { }
public void SendMessage(string method, object value) { }
public void SendMessage(string method, object value, SendMessageOptions options) { }
public void SendMessage(string method, SendMessageOptions options) { }
public void BroadcastMessage(string method) { }
public void BroadcastMessage(string method, object parameter) { }
public void BroadcastMessage(string method, object parameter, SendMessageOptions options) { }
public bool CompareTag(string t) => false;
}
public class Behaviour : Component { public bool enabled { get; set; } public bool isActiveAndEnabled { get; } }
public class MonoBehaviour : Behaviour
{
public static void print(object message) { }
public Coroutine StartCoroutine(IEnumerator routine) => null;
public Coroutine StartCoroutine(string methodName) => null;
public void StopCoroutine(IEnumerator routine) { }
public void StopCoroutine(Coroutine routine) { }
public void StopCoroutine(string methodName) { }
public void StopAllCoroutines() { }
public void Invoke(string methodName, float time) { }
public void CancelInvoke() { }
public void CancelInvoke(string methodName) { }
public bool IsInvoking() => false;
}
public partial class Transform : Component, IEnumerable
{
public Transform() { }
internal Transform(GameObject owner) { _go = owner; }
// A Transform IS its own transform (vs Component.transform => gameObject.transform).
public override Transform transform => this;
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; }
// Lazily non-null so `someLabel.transform.parent.gameObject` (unguarded in the NORMAL
// card-creation path) resolves; settable so real re-parenting still records.
private Transform _parent;
public Transform parent { get => _parent ??= new Transform(); set => _parent = value; }
public int childCount => 0;
// Return a non-null cached child per name so Find(...).Find(...).GetComponent<UILabel>()
// chains resolve to no-ops; cached so repeated Find of the same child is stable.
private System.Collections.Generic.Dictionary<string, Transform> _children;
public Transform Find(string n)
{
_children ??= new System.Collections.Generic.Dictionary<string, Transform>();
if (!_children.TryGetValue(n ?? "", out var t)) { t = new GameObject(n).transform; _children[n ?? ""] = t; }
return t;
}
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 Vector3 lossyScale => Vector3.one;
public Vector3 forward { get => Vector3.forward; set { } }
public Vector3 up { get => Vector3.up; set { } }
public Vector3 right { get => Vector3.right; set { } }
public Transform root => this;
public Vector3 TransformPoint(Vector3 p) => p;
public Vector3 TransformPoint(float x, float y, float z) => new Vector3(x, y, z);
public Vector3 InverseTransformPoint(Vector3 p) => p;
public Vector3 InverseTransformPoint(float x, float y, float z) => new Vector3(x, y, z);
public Vector3 TransformDirection(Vector3 d) => d;
public Vector3 InverseTransformDirection(Vector3 d) => d;
public Vector3 TransformVector(Vector3 v) => v;
public Vector3 InverseTransformVector(Vector3 v) => v;
public void Translate(Vector3 t) { }
public void Translate(float x, float y, float z) { }
public void Rotate(Vector3 e) { }
public void Rotate(float x, float y, float z) { }
public void RotateAround(Vector3 point, Vector3 axis, float angle) { }
public void LookAt(Transform t) { }
public void LookAt(Transform t, Vector3 worldUp) { }
public void LookAt(Vector3 p) { }
public void LookAt(Vector3 p, Vector3 worldUp) { }
public void DetachChildren() { }
public Transform Find(string n, bool includeInactive) => Find(n);
public IEnumerator GetEnumerator() { yield break; }
}
public class GameObject : Object
{
public GameObject() { }
public GameObject(string name) { this.name = name; }
public GameObject(string name, params Type[] components) { this.name = name; }
private Transform _transform;
public Transform transform => _transform ??= new Transform(this);
public GameObject gameObject => this;
public bool activeSelf => false;
public bool activeInHierarchy => false;
public int layer { get; set; }
public string tag { get; set; }
public void SetActive(bool value) { }
// Headless component model: the resolution-path ctor (and copied views) acquire components
// off prefab GameObjects and use them unguarded (F1). Lazily create + cache a no-op instance
// per concrete Component-derived type so those touches resolve harmlessly instead of NRE.
// Non-Component T or abstract/uninstantiable T still returns default (null).
// ConcurrentDictionary because Resources.Load returns SHARED prefab GameObjects across
// concurrent battle setups, so two engines' Setup() may race on the same _components map.
private System.Collections.Concurrent.ConcurrentDictionary<Type, object> _components;
private object GetOrAddComponent(Type t)
{
if (t == null || t.IsAbstract || !typeof(Component).IsAssignableFrom(t)) return null;
var map = _components;
if (map == null)
{
var fresh = new System.Collections.Concurrent.ConcurrentDictionary<Type, object>();
map = System.Threading.Interlocked.CompareExchange(ref _components, fresh, null) ?? fresh;
}
// GetOrAdd may invoke the factory more than once under contention; only one result wins.
// Safe here: the discarded instance has its _go set to `this` (private write to a soon-
// unreachable object) and WireComponentFields only assigns to the new tree's own private
// fields. The shared _noopViewMaterial sentinel below is read-only. No global state leaks.
return map.GetOrAdd(t, ty =>
{
object inst;
try { inst = Activator.CreateInstance(ty); }
catch { return null; }
if (inst is Component comp) comp._go = this;
WireComponentFields(inst);
return inst;
});
}
// The createNullView:false card-creation path reads many view-leaf reference fields off a
// CardTemplate component (UILabel/MeshRenderer/Transform/GameObject) UNGUARDED, plus the
// copied NGUI cosmetic helpers (CardTemplate.SetNumberLabelStyle -> UIBase_CardManager ->
// UIFont.material / UILabel.material) read material backing fields. The real engine wires all
// of this from the prefab in SBattleLoad.CreateUnitCardTemplate, which we skip headless. Fill
// any null GameObject/Component-derived view field with a no-op instance. Pure no-ops:
// nothing here computes game state (the token's authoritative stats come from CardCSVData).
internal const System.Reflection.BindingFlags WireFlags =
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Instance;
private static readonly Material _noopViewMaterial = new Material { name = "ShimNoOpMaterial" };
// Create a no-op view-leaf instance and pre-set the NGUI material backing fields the copied
// UIFont.material / UILabel.material getters read so they return non-null. Only mMat/mMaterial
// are filled: blanket-filling mReplacement/mAtlas/mDynamicFont would make those getters
// DELEGATE down a chain that re-nulls. One level deep — no recursion into the created leaf.
private static object Materialize(Type t)
{
var o = Activator.CreateInstance(t);
SetBackingMaterial(o, "mMat"); // UIFont
SetBackingMaterial(o, "mMaterial"); // UILabel / UIWidget
return o;
}
private static void SetBackingMaterial(object o, string field)
{
var f = o.GetType().GetField(field, WireFlags);
if (f != null && f.FieldType == typeof(Material) && f.GetValue(o) == null)
f.SetValue(o, _noopViewMaterial);
}
internal static void WireComponentFields(object inst)
{
foreach (var f in inst.GetType().GetFields(WireFlags))
{
if (f.GetValue(inst) != null) continue;
var ft = f.FieldType;
if (ft == typeof(GameObject) || (typeof(Component).IsAssignableFrom(ft) && !ft.IsAbstract))
{ try { f.SetValue(inst, Materialize(ft)); } catch { } }
else if (ft == typeof(Material))
{ f.SetValue(inst, _noopViewMaterial); }
}
}
public T GetComponent<T>() => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component GetComponent(Type t) => (Component)GetOrAddComponent(t);
public Component GetComponent(string t) => null;
public T GetComponentInChildren<T>() => default;
public T GetComponentInChildren<T>(bool includeInactive) => default;
public T[] GetComponentsInChildren<T>() => new T[0];
public T[] GetComponentsInChildren<T>(bool includeInactive) => new T[0];
public T GetComponentInParent<T>() => default;
public T GetComponentInParent<T>(bool includeInactive) => default;
public T[] GetComponents<T>() => new T[0];
public Component[] GetComponents(Type t) => new Component[0];
public T AddComponent<T>() where T : Component => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component AddComponent(Type t) => (Component)GetOrAddComponent(t);
public void SendMessage(string method) { }
public void SendMessage(string method, object value) { }
public void SendMessage(string method, object value, SendMessageOptions options) { }
public void SendMessage(string method, SendMessageOptions options) { }
public void BroadcastMessage(string method) { }
public void BroadcastMessage(string method, object parameter) { }
public void BroadcastMessage(string method, object parameter, SendMessageOptions options) { }
public bool CompareTag(string t) => false;
public static GameObject Find(string n) => null;
public static GameObject FindGameObjectWithTag(string t) => null;
public static GameObject[] FindGameObjectsWithTag(string t) => new GameObject[0];
}
public class ScriptableObject : Object { }
// Factory for no-op view/manager objects that are NOT acquired via GameObject.GetComponent (e.g.
// UIManager.getUIBase_CardManager()). Creates the instance and runs the same field-wiring the
// component model applies, so the copied cosmetic helpers it exposes resolve headless.
public static class ShimView
{
public static T Create<T>() where T : class
{
var o = System.Activator.CreateInstance(typeof(T));
GameObject.WireComponentFields(o);
return (T)o;
}
}
// ---- rendering / physics / audio (pure no-op presentation) ----
public class Renderer : Component
{
public Material material { get; set; }
public Material[] materials { get; set; }
public Material sharedMaterial { get; set; }
public Material[] sharedMaterials { get; set; }
public bool enabled { get; set; }
public bool isVisible => false;
public int sortingOrder { get; set; }
public string sortingLayerName { get; set; }
public int sortingLayerID { get; set; }
public Bounds bounds => default;
public ShadowCastingMode shadowCastingMode { get; set; }
public bool receiveShadows { get; set; }
}
public enum ShadowCastingMode { Off, On, TwoSided, ShadowsOnly }
public class MeshRenderer : Renderer { }
public class SkinnedMeshRenderer : Renderer { public Mesh sharedMesh { get; set; } public Transform rootBone { get; set; } public Transform[] bones { get; set; } }
public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } public Color color { get; set; } }
public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
public class ParticleSystem : Component
{
public void Play() { } public void Play(bool withChildren) { }
public void Stop() { } public void Stop(bool withChildren) { }
public void Pause() { } public void Clear() { } public void Clear(bool withChildren) { }
public void Simulate(float t) { }
public bool isPlaying => false; public bool isPaused => false; public bool isStopped => true;
public bool IsAlive() => false; public bool IsAlive(bool withChildren) => false;
public int particleCount => 0;
public MainModule main => default;
public EmissionModule emission => default;
public int GetParticles(Particle[] p) => 0;
public void SetParticles(Particle[] p, int n) { }
public struct MainModule { public float duration; public float startLifetime; public bool loop; public float startSpeed; public bool playOnAwake; public float simulationSpeed; public MinMaxGradient startColor; }
public struct MinMaxGradient { public Color color; public MinMaxGradient(Color c) { color = c; } public static implicit operator MinMaxGradient(Color c) => new MinMaxGradient(c); }
public struct EmissionModule { public bool enabled; public float rateOverTime; }
public struct Particle { public Vector3 position; public Vector3 velocity; public Color32 startColor; public float remainingLifetime; }
}
public class ParticleSystemRenderer : Renderer { public SpriteMaskInteraction maskInteraction { get; set; } public Material trailMaterial { get; set; } }
public enum SpriteMaskInteraction { None, VisibleInsideMask, VisibleOutsideMask }
public partial class LODGroup : Component { }
public class Collider : Component { public bool enabled { get; set; } }
public class BoxCollider : Collider { public Vector3 size { get; set; } public Vector3 center { get; set; } public bool isTrigger { get; set; } }
public partial class Rigidbody : Component { }
public class Rigidbody2D : Component { public bool isKinematic { get; set; } }
public partial class Material : Object
{
public Material() { }
public Material(Material src) { }
public Material(Shader shader) { }
public Color color { get; set; }
public Shader shader { get; set; }
public Texture mainTexture { get; set; }
public Vector2 mainTextureOffset { get; set; }
public Vector2 mainTextureScale { get; set; }
public int renderQueue { get; set; }
public string[] shaderKeywords { get; set; }
public float GetFloat(string n) => 0f;
public int GetInt(string n) => 0;
public Color GetColor(string n) => Color.white;
public Texture GetTexture(string n) => null;
public Vector4 GetVector(string n) => default;
public void SetFloat(string n, float v) { }
public void SetInt(string n, int v) { }
public void SetColor(string n, Color c) { }
public void SetTexture(string n, Texture t) { }
public void SetVector(string n, Vector4 v) { }
public void SetVector(int nameID, Vector4 v) { }
public void SetMatrix(string n, Matrix4x4 m) { }
public void SetTextureOffset(string n, Vector2 o) { }
public void EnableKeyword(string k) { }
public void DisableKeyword(string k) { }
public bool IsKeywordEnabled(string k) => false;
public bool HasProperty(string n) => false;
}
public partial class Mesh : Object { public Vector3[] vertices { get; set; } public int[] triangles { get; set; } public void Clear() { } public void RecalculateBounds() { } }
public class Texture : Object { public int width => 0; public int height => 0; }
public partial class Texture2D : Texture { public Texture2D(int w, int h) { } public Texture2D(int w, int h, TextureFormat format, bool mipChain) { } public void Apply() { } public Color GetPixel(int x, int y) => Color.white; public void SetPixel(int x, int y, Color c) { } }
public enum FilterMode { Point, Bilinear, Trilinear }
public enum TextureWrapMode { Repeat, Clamp, Mirror, MirrorOnce }
public enum WrapMode { Once = 1, Loop = 2, PingPong = 4, Default = 0, ClampForever = 8, Clamp = 1 }
public struct Keyframe { public float time; public float value; public float inTangent; public float outTangent; public Keyframe(float t, float v) { time = t; value = v; inTangent = 0; outTangent = 0; } public Keyframe(float t, float v, float inT, float outT) { time = t; value = v; inTangent = inT; outTangent = outT; } }
public struct AnimatorStateInfo { public bool IsName(string name) => false; public float normalizedTime => 0f; public int shortNameHash => 0; public int fullPathHash => 0; public float length => 0f; }
public struct AnimatorClipInfo { public AnimationClip clip => null; public float weight => 0f; }
public class RenderTexture : Texture { public RenderTexture(int w, int h, int depth) { } public RenderTexture(int w, int h, int depth, RenderTextureFormat fmt) { } public void Create() { } public void Release() { } public bool IsCreated() => false; public static RenderTexture active { get; set; } public int depth { get; set; } public FilterMode filterMode { get; set; } public TextureWrapMode wrapMode { get; set; } public void DiscardContents() { } public static RenderTexture GetTemporary(int w, int h) => null; public static RenderTexture GetTemporary(int w, int h, int depth) => null; public static RenderTexture GetTemporary(int w, int h, int depth, RenderTextureFormat fmt) => null; public static void ReleaseTemporary(RenderTexture rt) { } }
public partial class Sprite : Object { public Rect rect => default; public Texture2D texture => null; public static Sprite Create(Texture2D t, Rect r, Vector2 pivot) => null; }
public partial class Shader : Object { public static Shader Find(string n) => null; public bool isSupported => true; }
public class AnimationClip : Object { public float length => 0f; public string name { get; set; } public float frameRate => 0f; }
public partial class Animation : Component, IEnumerable { public AnimationClip clip { get; set; } public bool isPlaying => false; public void Play() { } public void Play(string n) { } public void Stop() { } public IEnumerator GetEnumerator() { yield break; } public AnimationState this[string name] => null; }
public class Animator : Component
{
public void SetTrigger(string n) { } public void SetTrigger(int id) { }
public void SetBool(string n, bool v) { } public void SetInteger(string n, int v) { }
public void SetFloat(string n, float v) { }
public bool GetBool(string n) => false; public int GetInteger(string n) => 0; public float GetFloat(string n) => 0f;
public void Play(string n) { } public void Play(int hash) { }
public void Play(string n, int layer) { } public void Play(string n, int layer, float normalizedTime) { }
public void Play(int hash, int layer) { } public void Play(int hash, int layer, float normalizedTime) { }
public void SetLayerWeight(int layer, float w) { }
public float speed { get; set; } public bool enabled { get; set; }
public void ResetTrigger(string n) { } public void ResetTrigger(int id) { }
public void Update(float dt) { }
public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layer) => default;
public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layer) => new AnimatorClipInfo[0];
}
public class AnimationCurve { public AnimationCurve() { } public AnimationCurve(params Keyframe[] keys) { } public float Evaluate(float t) => 0f; public int length => 0; public Keyframe[] keys { get; set; } public WrapMode preWrapMode { get; set; } public WrapMode postWrapMode { get; set; } public static AnimationCurve Linear(float a, float b, float c, float d) => new AnimationCurve(); }
public class AudioClip : Object { public float length => 0f; }
public partial class AudioSource : Component { public AudioClip clip { get; set; } public float volume { get; set; } public bool isPlaying => false; public bool loop { get; set; } public void Play() { } public void Stop() { } public void Pause() { } }
public partial class Camera : Component
{
public static Camera main => null;
public static Camera current => null;
public static int allCamerasCount => 0;
public static Camera[] allCameras => new Camera[0];
public float nearClipPlane { get; set; }
public float farClipPlane { get; set; }
public float fieldOfView { get; set; }
public float orthographicSize { get; set; }
public bool orthographic { get; set; }
public float aspect { get; set; }
public float depth { get; set; }
public int cullingMask { get; set; }
public int pixelWidth => 1920;
public int pixelHeight => 1080;
public Rect rect { get; set; }
public Rect pixelRect { get; set; }
public Color backgroundColor { get; set; }
public CameraClearFlags clearFlags { get; set; }
public RenderTexture targetTexture { get; set; }
public Vector3 ViewportToWorldPoint(Vector3 p) => p;
public Vector3 WorldToViewportPoint(Vector3 p) => p;
public Vector3 ScreenToWorldPoint(Vector3 p) => p;
public Vector3 WorldToScreenPoint(Vector3 p) => p;
public Vector3 ViewportToScreenPoint(Vector3 p) => p;
public Vector3 ScreenToViewportPoint(Vector3 p) => p;
public Ray ScreenPointToRay(Vector3 p) => default;
public Ray ViewportPointToRay(Vector3 p) => default;
public void Render() { }
}
public enum CameraClearFlags { Skybox = 1, Color = 2, SolidColor = 2, Depth = 3, Nothing = 4 }
public partial 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; public int tapCount; }
// ---- enums (grow members as the compiler demands) ----
public enum FontStyle { Normal, Bold, Italic, BoldAndItalic }
public enum TouchPhase { Began, Moved, Stationary, Ended, Canceled }
// KeyCode lives in UnityRuntime.cs (full enum).
[Flags] public enum HideFlags { None = 0, HideInHierarchy = 1, HideInInspector = 2, DontSaveInEditor = 4, NotEditable = 8, DontSaveInBuild = 16, DontUnloadUnusedAsset = 32, DontSave = 52, HideAndDontSave = 61 }
public enum SendMessageOptions { RequireReceiver, DontRequireReceiver }
// ---- attributes: permissive ctors accept any compile-time attribute args ----
public class SerializeField : Attribute { }
public class HideInInspector : Attribute { }
public class ExecuteInEditMode : Attribute { }
public class ExecuteAlwaysAttribute : Attribute { }
public class DisallowMultipleComponentAttribute : Attribute { }
public class AndroidJavaObject : IDisposable { public AndroidJavaObject(string className, params object[] args) { } public T Call<T>(string method, params object[] args) => default; public void Call(string method, params object[] args) { } public T Get<T>(string name) => default; public void Set<T>(string name, T val) { } public void Dispose() { } }
public class WebCamTexture : Texture { public WebCamTexture() { } public WebCamTexture(int w, int h, int fps) { } public WebCamTexture(string deviceName, int w, int h, int fps) { } public void Play() { } public void Stop() { } public bool isPlaying => false; public Color32[] GetPixels32() => new Color32[0]; public static WebCamDevice[] devices => System.Array.Empty<WebCamDevice>(); }
public class AddComponentMenu : Attribute { public AddComponentMenu(string n) { } public AddComponentMenu(string n, int o) { } }
public class ContextMenu : Attribute { public ContextMenu(string n) { } }
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireComponent : Attribute { public RequireComponent(Type a) { } public RequireComponent(Type a, Type b) { } public RequireComponent(Type a, Type b, Type c) { } }
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 partial class Application
{
public static bool isEditor => false;
public static bool isPlaying => true;
public static bool isMobilePlatform => false;
public static string persistentDataPath => "";
public static string dataPath => "";
public static string temporaryCachePath => "";
public static string version => "1.0";
public static string identifier => "";
public static int targetFrameRate { get; set; }
public static RuntimePlatform platform => RuntimePlatform.WindowsPlayer;
public static SystemLanguage systemLanguage => SystemLanguage.English;
public static void Quit() { }
public static event System.Action<bool> focusChanged { add { } remove { } }
}
public enum RuntimePlatform { WindowsPlayer, OSXPlayer, IPhonePlayer, Android, WindowsEditor, OSXEditor, LinuxPlayer, XBOX360, BlackBerryPlayer, PS4, XboxOne, Switch, Stadia }
public enum SystemLanguage { English, Japanese, ChineseSimplified, ChineseTraditional, Korean, French, German, Chinese, Unknown }
public static partial class Time
{
public static float deltaTime => 0f;
public static float time => 0f;
public static float unscaledTime => 0f;
public static float unscaledDeltaTime => 0f;
public static float fixedDeltaTime => 0.02f;
public static float realtimeSinceStartup => 0f;
public static float timeScale { get; set; }
public static int frameCount => 0;
public static float timeSinceLevelLoad => 0f;
}
public static partial class Screen
{
public static int width => 1920;
public static int height => 1080;
public static float dpi => 96f;
public static ScreenOrientation orientation { get; set; }
public static bool fullScreen { get; set; }
public static Resolution currentResolution => default;
}
public enum ScreenOrientation { Portrait, PortraitUpsideDown, LandscapeLeft, LandscapeRight, AutoRotation }
public struct Resolution { public int width; public int height; public int refreshRate; }
}