- Friend.PlayerData full-surface generated (18 members) + hand stub -> partial. - Wizard.RoomMatch.Player: 7 friend-info props (ViewerId/Name/Rank/Emblem/Degree/Country/IsFriend). - GameMgr: HasAuthAdmin, ChangeAspectRatio(float), Update(). - Cute.SceneManager: ChangeScene overloads + SceneChangeParameter (+SceneChangeParameter stub). - UnityEngine.SceneManagement.SceneManager + Scene; RedShellSDK.RedShellSDK statics. - Packet.Attachments; Vector2.Dot/Angle/Normalize. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
82 lines
3.4 KiB
C#
82 lines
3.4 KiB
C#
// AUTHORED SHIM (not copied). Second UnityEngine batch surfaced by the M1 compile
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// loop (wave after the 2,570-file copy closure). Same rules as UnityShim.cs: no-op
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// presentation/IO surface; add only what the compiler demands. Asset/light/collider
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// types are referenced only as field/parameter types or via suppressed-IO calls.
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using System;
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namespace UnityEngine
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{
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public class TextAsset : Object
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{
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public string text => "";
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public byte[] bytes => new byte[0];
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}
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public class AsyncOperation
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{
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public bool isDone => true;
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public float progress => 1f;
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public int priority { get; set; }
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public bool allowSceneActivation { get; set; }
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}
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public class AssetBundle : Object
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{
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public static AssetBundle LoadFromFile(string path) => null;
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public static AssetBundleCreateRequest LoadFromFileAsync(string path) => null;
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public string[] GetAllAssetNames() => new string[0];
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public T LoadAsset<T>(string name) where T : Object => null;
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public Object LoadAsset(string name) => null;
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public Object[] LoadAllAssets() => new Object[0];
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public AssetBundleRequest LoadAllAssetsAsync() => null;
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public void Unload(bool unloadAllLoadedObjects) { }
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}
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public class AssetBundleCreateRequest : AsyncOperation { public AssetBundle assetBundle => null; }
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public class AssetBundleRequest : AsyncOperation { public Object asset => null; public Object[] allAssets => new Object[0]; }
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public class Collider2D : Component { public bool enabled { get; set; } }
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public partial class BoxCollider2D : Collider2D { public bool isTrigger { get; set; } public Vector2 offset { get; set; } public Vector2 size { get; set; } }
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public partial class Light : Behaviour { }
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public class AudioListener : Behaviour { }
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public enum RenderTextureFormat { ARGB32, Depth, ARGBHalf, ARGB64, Default }
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public enum RuntimeInitializeLoadType
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{
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AfterSceneLoad, BeforeSceneLoad, AfterAssembliesLoaded,
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BeforeSplashScreen, SubsystemRegistration
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}
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public sealed class RuntimeInitializeOnLoadMethodAttribute : Attribute
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{
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public RuntimeInitializeOnLoadMethodAttribute() { }
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public RuntimeInitializeOnLoadMethodAttribute(RuntimeInitializeLoadType loadType) { }
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}
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}
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// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
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namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
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namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
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namespace UnityEngine.SceneManagement
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{
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internal class _ShimAnchor { }
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public struct Scene { public string name => ""; public int buildIndex => 0; public bool IsValid() => false; public bool isLoaded => false; }
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public static class SceneManager
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{
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public static void LoadScene(string sceneName) { }
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public static void LoadScene(int sceneBuildIndex) { }
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public static Scene GetActiveScene() => default;
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public static Scene GetSceneByName(string name) => default;
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public static int sceneCount => 0;
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}
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}
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namespace UnityEngine.SocialPlatforms
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{
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// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses
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// Cute.IAchievementCallback; adding one here makes the unqualified name ambiguous.
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public interface IAchievement { }
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public interface IAchievementDescription { }
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public interface ILocalUser { void Authenticate(System.Action<bool> callback); }
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}
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