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