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

75 lines
2.8 KiB
C#

// AUTHORED SHIM (not copied). UnityEngine static-class surface (prefs, physics, IMGUI,
// device info, rendering) referenced by tangentially-copied engine code (settings,
// post-processing, raycast UI, device fingerprinting). All cosmetic / off the battle
// path; every member is a no-op returning a safe default.
using System;
namespace UnityEngine
{
public enum CursorLockMode { None}
public static class GUIUtility { public static string systemCopyBuffer { get; set; } }
public static class Cursor
{
public static CursorLockMode lockState { get; set; }
public static bool visible { get; set; }
}
public static class RenderSettings { public static bool fog { get; set; } }
public static class Social
{
public static void ReportProgress(string achievementID, double progress, Action<bool> callback) { }
public static void ShowAchievementsUI() { }
}
public static class PlayerPrefs
{
public static void DeleteKey(string key) { }
public static int GetInt(string key, int defaultValue = 0) => defaultValue;
public static string GetString(string key, string defaultValue = "") => defaultValue;
public static void SetInt(string key, int value) { }
public static void SetString(string key, string value) { }
}
public static class Physics
{
public static Vector3 gravity { get; set; }
public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance = float.PositiveInfinity, int layerMask = -1)
{ hit = default; return false; }
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = float.PositiveInfinity, int layerMask = -1)
=> Array.Empty<RaycastHit>();
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance = float.PositiveInfinity, int layerMask = -1)
=> Array.Empty<RaycastHit>();
}
public static class SystemInfo
{
public static string deviceModel => "";
public static string deviceUniqueIdentifier => "";
public static string operatingSystem => "";
public static string graphicsDeviceName => "";
public static int systemMemorySize => 0;
public static int processorCount => 1;
public static bool SupportsTextureFormat(TextureFormat format) => true;
}
public static class QualitySettings
{
public static ColorSpace activeColorSpace => ColorSpace.Linear;
public static int vSyncCount { get; set; }
}
public static class StackTraceUtility
{
public static string ExtractStackTrace() => "";
}
public enum ColorSpace { Linear = 1 }
public enum TextureFormat
{
ARGB32, ASTC_6x6, ETC2_RGB, ETC2_RGBA8 }
}
namespace UnityEngine.Experimental.Rendering
{
}