feat(battle-engine-port): M5 COMPLETE — summon_token spell resolves headless (board-count delta oracle)
Card 800134010 (clan-1 cost-1 ungated spell, summon_token=100011020): a when_play summon places one new neutral 2/2 follower token on the caster board. New oracle dimension = board-count + token-identity delta from a SKILL-CREATED card. 5/5 green; engine 0 errors; check_drift clean; zero new Engine copies. This is the first headless run of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) — engine-internal card creation (summon/draw/token) has no null-view path in solo mode, unlike the M2-M4 hand-card seam. Built that path headless: - Self-consistent no-op Unity object graph (UnityShim.cs): Component.gameObject/ transform, GameObject.transform, Transform.parent/Find now lazily non-null + cached; GetComponent routed through the GameObject component model. - Targeted NGUI material backing-field wiring (UIFont.mMat / UILabel.mMaterial) so the copied material getters return non-null via their simple branch (blanket/deep wiring would make them delegate down a re-nulling chain). - getUIBase_CardManager() default! -> field-wired no-op via new ShimView.Create<T>(). - Test-side seeds: SBattleLoad card templates + 3D scene GameObjects (InitCardTemplates). Load-bearing proof: swapping to the M3 non-summoning spell fails the board-count (Expected 2, was 1) + token-not-found assertions; reverted to green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -299,7 +299,11 @@ public partial class UIManager
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public List<UIBase_CardManager.CardObjData> getCardListObjs() => default!;
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public List<UIBase_CardManager.CardObjData> getSelectCardListObjs() => default!;
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public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
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public UIBase_CardManager getUIBase_CardManager() => default!;
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// Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
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// exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
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// CardCreatorBase.CreateCard on the createNullView:false path) resolve headless instead of
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// NRE-ing on a null manager. Was `default!`.
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public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
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public void setBackScene(GameObject obj, ViewScene backScene) { }
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public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
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public void SetBackButtonParameter(ChangeViewSceneParam in_Param) { }
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@@ -84,12 +84,19 @@ namespace UnityEngine
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public class Component : Object
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{
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public Transform transform => null;
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public GameObject gameObject => null;
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internal GameObject _go;
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// Self-consistent no-op object graph (M5): a Component belongs to a GameObject, and
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// component.transform == component.gameObject.transform. Lazily materialize a backing
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// GameObject so the unguarded prefab/view touches on the createNullView:false card-creation
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// path (F1) resolve to non-null no-ops, and route GetComponent through that GameObject's
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// cached component model so a chained transform.Find(...).GetComponent<T>() yields the same
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// non-null instances rather than null.
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public virtual GameObject gameObject => _go ??= new GameObject();
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public virtual Transform transform => gameObject.transform;
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public string tag { get; set; }
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public T GetComponent<T>() => default;
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public T GetComponent<T>(string type) => default;
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public Component GetComponent(System.Type t) => null;
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public T GetComponent<T>() => gameObject.GetComponent<T>();
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public T GetComponent<T>(string type) => gameObject.GetComponent<T>();
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public Component GetComponent(System.Type t) => gameObject.GetComponent(t);
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public Component GetComponent(string t) => null;
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public T GetComponentInChildren<T>() => default;
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public T GetComponentInChildren<T>(bool includeInactive) => default;
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@@ -129,6 +136,10 @@ namespace UnityEngine
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public partial class Transform : Component, IEnumerable
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{
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public Transform() { }
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internal Transform(GameObject owner) { _go = owner; }
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// A Transform IS its own transform (vs Component.transform => gameObject.transform).
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public override Transform transform => this;
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public Vector3 position { get; set; }
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public Vector3 localPosition { get; set; }
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public Vector3 localScale { get; set; } = new Vector3(1, 1, 1);
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@@ -136,9 +147,20 @@ namespace UnityEngine
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public Vector3 eulerAngles { get; set; }
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public Quaternion rotation { get; set; }
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public Quaternion localRotation { get; set; }
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public Transform parent { get; set; }
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// Lazily non-null so `someLabel.transform.parent.gameObject` (unguarded in the NORMAL
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// card-creation path) resolves; settable so real re-parenting still records.
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private Transform _parent;
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public Transform parent { get => _parent ??= new Transform(); set => _parent = value; }
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public int childCount => 0;
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public Transform Find(string n) => null;
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// Return a non-null cached child per name so Find(...).Find(...).GetComponent<UILabel>()
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// chains resolve to no-ops; cached so repeated Find of the same child is stable.
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private System.Collections.Generic.Dictionary<string, Transform> _children;
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public Transform Find(string n)
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{
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_children ??= new System.Collections.Generic.Dictionary<string, Transform>();
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if (!_children.TryGetValue(n ?? "", out var t)) { t = new GameObject(n).transform; _children[n ?? ""] = t; }
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return t;
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}
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public Transform GetChild(int i) => null;
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public void SetParent(Transform p) { }
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public void SetParent(Transform p, bool worldPositionStays) { }
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@@ -169,7 +191,7 @@ namespace UnityEngine
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public void LookAt(Vector3 p) { }
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public void LookAt(Vector3 p, Vector3 worldUp) { }
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public void DetachChildren() { }
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public Transform Find(string n, bool includeInactive) => null;
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public Transform Find(string n, bool includeInactive) => Find(n);
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public IEnumerator GetEnumerator() { yield break; }
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}
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@@ -178,7 +200,8 @@ namespace UnityEngine
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public GameObject() { }
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public GameObject(string name) { this.name = name; }
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public GameObject(string name, params Type[] components) { this.name = name; }
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public Transform transform => null;
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private Transform _transform;
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public Transform transform => _transform ??= new Transform(this);
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public GameObject gameObject => this;
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public bool activeSelf => false;
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public bool activeInHierarchy => false;
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@@ -200,8 +223,50 @@ namespace UnityEngine
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try { inst = Activator.CreateInstance(t); }
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catch { return null; }
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_components[t] = inst;
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if (inst is Component comp) comp._go = this;
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WireComponentFields(inst);
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return inst;
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}
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// The createNullView:false card-creation path reads many view-leaf reference fields off a
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// CardTemplate component (UILabel/MeshRenderer/Transform/GameObject) UNGUARDED, plus the
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// copied NGUI cosmetic helpers (CardTemplate.SetNumberLabelStyle -> UIBase_CardManager ->
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// UIFont.material / UILabel.material) read material backing fields. The real engine wires all
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// of this from the prefab in SBattleLoad.CreateUnitCardTemplate, which we skip headless. Fill
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// any null GameObject/Component-derived view field with a no-op instance. Pure no-ops:
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// nothing here computes game state (the token's authoritative stats come from CardCSVData).
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internal const System.Reflection.BindingFlags WireFlags =
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System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic |
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System.Reflection.BindingFlags.Instance;
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private static readonly Material _noopViewMaterial = new Material { name = "ShimNoOpMaterial" };
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// Create a no-op view-leaf instance and pre-set the NGUI material backing fields the copied
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// UIFont.material / UILabel.material getters read so they return non-null. Only mMat/mMaterial
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// are filled: blanket-filling mReplacement/mAtlas/mDynamicFont would make those getters
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// DELEGATE down a chain that re-nulls. One level deep — no recursion into the created leaf.
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private static object Materialize(Type t)
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{
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var o = Activator.CreateInstance(t);
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SetBackingMaterial(o, "mMat"); // UIFont
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SetBackingMaterial(o, "mMaterial"); // UILabel / UIWidget
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return o;
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}
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private static void SetBackingMaterial(object o, string field)
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{
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var f = o.GetType().GetField(field, WireFlags);
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if (f != null && f.FieldType == typeof(Material) && f.GetValue(o) == null)
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f.SetValue(o, _noopViewMaterial);
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}
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internal static void WireComponentFields(object inst)
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{
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foreach (var f in inst.GetType().GetFields(WireFlags))
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{
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if (f.GetValue(inst) != null) continue;
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var ft = f.FieldType;
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if (ft == typeof(GameObject) || (typeof(Component).IsAssignableFrom(ft) && !ft.IsAbstract))
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{ try { f.SetValue(inst, Materialize(ft)); } catch { } }
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else if (ft == typeof(Material))
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{ f.SetValue(inst, _noopViewMaterial); }
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}
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}
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public T GetComponent<T>() => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
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public Component GetComponent(Type t) => (Component)GetOrAddComponent(t);
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public Component GetComponent(string t) => null;
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@@ -230,6 +295,19 @@ namespace UnityEngine
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public class ScriptableObject : Object { }
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// Factory for no-op view/manager objects that are NOT acquired via GameObject.GetComponent (e.g.
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// UIManager.getUIBase_CardManager()). Creates the instance and runs the same field-wiring the
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// component model applies, so the copied cosmetic helpers it exposes resolve headless.
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public static class ShimView
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{
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public static T Create<T>() where T : class
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{
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var o = System.Activator.CreateInstance(typeof(T));
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GameObject.WireComponentFields(o);
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return (T)o;
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}
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}
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// ---- rendering / physics / audio (pure no-op presentation) ----
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public class Renderer : Component
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{
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