Files
SVSimServer/SVSim.BattleEngine/Shim/UnityEngine/UnityShim2.cs

64 lines
2.3 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 class AsyncOperation
{
public bool isDone => true;
public float progress => 1f;
public int priority { 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 AssetBundleRequest LoadAllAssetsAsync() => null;
public void Unload(bool unloadAllLoadedObjects) { }
}
public class AssetBundleCreateRequest : AsyncOperation { public AssetBundle assetBundle => null; }
public class AssetBundleRequest : AsyncOperation { public Object[] allAssets => new Object[0]; }
public class Collider2D : Component { public bool enabled { get; set; } }
public partial class BoxCollider2D : Collider2D { public Vector2 offset { get; set; } public Vector2 size { get; set; } }
public partial class Light : Behaviour { }
public enum RuntimeInitializeLoadType
{
}
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 { }
namespace UnityEngine.Experimental.Rendering { }
namespace UnityEngine.SceneManagement
{
public static class SceneManager
{
public static void LoadScene(string sceneName) { }
}
}
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 { }
}