// AUTHORED SHIM (not copied). A non-null no-op PlayQueueViewBase the headless RECEIVE-conductor play // path needs. // // On the receive play path OperateMgr.InitSetCard (OperateMgr.cs:201/203/219/221) reads // BattleView.PlayQueueView and calls AddCardToViewVfx — a pure presentation-layer "card slides into the // play queue" animation. The m1_stub_gen generated IBattlePlayerView.PlayQueueView getter returns // default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this // (InitSetCard is on the OperateMgr path, which they bypass). Seed a single shared no-op // PlayQueueViewBase whose VFX-producing methods return NullVfx and whose abstract geometry members are // inert. Built through the parameterless base ctor (the BattleCamera ctor eagerly computes screen // corners off a live camera — skipped). Nothing here touches game state: the authoritative play // mutation runs in PlayHandCardReflection.Play, not in this view. using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.View { internal sealed class HeadlessPlayQueueViewStub : PlayQueueViewBase { // Shared instance the generated IBattlePlayerView.PlayQueueView getters return headless. public static readonly HeadlessPlayQueueViewStub Instance = new HeadlessPlayQueueViewStub(); public HeadlessPlayQueueViewStub() : base() { } protected override BattlePlayerBase BattlePlayerBase => null; protected override float RotationAmount => 0f; protected override Vector3 ScreenTopCornerPosition => Vector3.zero; protected override Vector3 ScreenBottomCornerPosition => Vector3.zero; public override VfxBase AddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isSelectTarget, bool isChoice, bool isChoiceBrave = false) => NullVfx.GetInstance(); public override VfxBase InstantAddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isChoice) => NullVfx.GetInstance(); protected override Vector3 GetScreenTopCornerOffset(float aspectRatio) => Vector3.zero; protected override Vector3 GetScreenBottomCornerOffset(float aspectRatio) => Vector3.zero; } }