feat(battle-engine M13): M3 spell emits PlayActions headless via OperateMgr -> NetworkBattleSender (O1 read = GO)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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28
SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.cs
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28
SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.cs
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// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
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//
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// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
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// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
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// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
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// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
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// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
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// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
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// the abstract RearrangeHand is never reached). Nothing here touches game state.
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using UnityEngine;
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namespace Wizard.Battle.View
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{
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public sealed class HeadlessHandViewStub : HandViewBase
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{
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// Shared instance the generated IBattlePlayerView.HandView getters return headless.
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public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
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// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
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// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
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public HeadlessHandViewStub() : base(null, null) { }
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protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
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protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
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}
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}
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