Files
SVSimServer/SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.cs

29 lines
1.6 KiB
C#

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