// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch // presentation tree the engine holds references to but never drives headless // (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their // ORIGINAL namespaces so the copied engine's type references resolve. Members grow // only as the compile loop demands a specific call. Most are referenced as field/ // parameter types only, so empty stubs suffice. namespace Wizard.Battle.View { public partial interface IReadOnlyVoiceInfo { } public partial class BattleCardView { // BuildInfo (14-arg ctor + members) provided by Generated/BattleCardView_BuildInfo.g.cs // Parameterless ctor lets the no-op subclass hand stubs (ClassBattleCardViewBase, // NullBattleCardView) and any non-chaining stub satisfy their implicit base() call. public BattleCardView() { } public BattleCardView(BuildInfo buildInfo) { _buildInfo = buildInfo; } // HEADLESS-FIX (M-HC-4a): the receive ATTACK path reads BattleCardView.CardInfo (the backing // card) and BattleCardView._inPlayFrameEffect on the resolve path (InPlayCardReflection / // ActionProcessor.Attack). The interface getters in Generated/_IfaceImpl.g.cs surface these two // fields. CardInfo comes from the stored BuildInfo (cardInfo == the card, IReadOnlyBattleCardInfo, // so IsClass etc. are authentic); _inPlayFrameEffect is a non-null no-op frame-effect control // whose HideFrameEffect/UpdateCanAttackEffect are empty (Generated/InPlayCardFrameEffectControl.g.cs). internal BuildInfo _buildInfo; internal IReadOnlyBattleCardInfo HeadlessCardInfo => _buildInfo?.cardInfo; internal InPlayCardFrameEffectControl _headlessInPlayFrameEffect = new InPlayCardFrameEffectControl(null, null, null); // AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs // // HEADLESS-FIX: lazily non-null GameObject so unguarded Unity touches on the IsRecovery // path resolve as no-ops instead of NRE-ing on the shim's null default. Matches the // existing Component.gameObject lazy pattern (UnityShim.cs:94). The IsRecovery card-create // delegate (NetworkBattleManagerBase.cs:379) passes null for cardGameObject, which left // BattleCardView.GameObject null and caused Skill_metamorphose.cs:147 (the in-play // metamorphose branch — Petrification etc.) to NRE on // `metamorphosedCard.BattleCardView.GameObject.transform.rotation = Quaternion.identity`, // a purely cosmetic transform reset; making it a no-op preserves the surrounding state // mutations (ReplaceInPlay, SetUpInplay, FlagCardAsDestroyedBySkill, RemoveFromInPlay). // Live regression: bid 283192092460, A's Petrification on B's in-play card idx 1. private UnityEngine.GameObject _gameObject; public virtual UnityEngine.GameObject GameObject { get => _gameObject ??= new UnityEngine.GameObject(); protected set => _gameObject = value; } public HandCardFrameEffectControl HandFrameEffect { get; private set; } public static HandParameter.IconLayout GetCurrentIconLayout() => default!; } public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs public abstract class BattlePlayerViewBase { public enum BattleDialogItem { Menu, Retire } public static bool AlwaysShowStatusPanel => true; public bool IsSelecting { get; set; } } public partial class InPlayCardFrameEffectControl { } } namespace Wizard.Battle.UI { public partial class BattleLogItem : UnityEngine.MonoBehaviour { } public partial class BattleLogManager { } public partial class BattleLogWindow : UnityEngine.MonoBehaviour { public enum BattleLogType { Battle, PlayCardLog, Destruction, Information } public void HideCardListPanel() { } } public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { } public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { } public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { } public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { } public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { } public partial class EvolutionConfirmation { } } namespace Wizard.Battle.Touch { public partial class SkillTargetSelectTouchProcessor { } public partial class EvolutionTouchProcessor { // events dropped by m1_stub_gen (generator does not capture `event` decls) public event global::System.Func OnFocusTarget; public event global::System.Func OnUnfocusTarget; public event global::System.Func OnSelectTarget; public event global::System.Action OnNotSelectTarget; } public partial class SetCardProcessor { } public partial class EvolutionSimpleProcessor { } public partial class EmotionTouchProcessor { } public partial class DetailPanelTouchProcessor { } public partial class ClassBuffTouchProcessor { } } namespace Wizard.Battle.Replay { public interface IReplayRecordManager { void SetupRecording(BattleManagerBase battleMgr); void SetupBattleInfoFilter(); void SetupOperateMgrEvents(BattleManagerBase battleMgr); } public class NetworkBattleReplayOperationRecorder { public class RecordBattleLogParameter { } } } namespace Wizard.Replay { public partial class ReplayController { } } namespace Wizard.RoomMatch { public partial class WatchDataHandler { } // RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter) // provided by Generated/RoomConnectController*.g.cs } namespace Wizard.Story { public class StoryRecoveryData { public StoryRecoveryData(LitJson.JsonData jsonData) { } public StoryRecoveryData(SelectedStoryInfo data) { } public int ChapterCharaId { get; } public LitJson.JsonData ToJsonData() => default!; } } namespace Wizard.UI.Common { public partial class TabList : UnityEngine.MonoBehaviour { } } namespace Wizard.UI.Dialog.ImageSelection { public partial class ImageSelection : UnityEngine.MonoBehaviour { } }