- _IfaceImpl.g.cs: extend header to warn about hand-edits; tag all bare // HEADLESS-FIX lines with their milestone (M13 on GetSideLogControl ×2) so `grep HEADLESS-FIX` reliably surfaces every block before a regen. - HeadlessHandViewStub / HeadlessPlayQueueViewStub: narrow from public to internal sealed — both stubs are consumed only within SVSim.BattleEngine (via the generated partial impls); no public surface exposes the concrete type, so internal is correct and aligns with HeadlessIconAnimations. - SessionBattleEngine.SeedMulliganInfoControl: add one-line comment on the GetComponent<MulliganInfoControl>() call explaining the shim's lazy materialisation behaviour (otherwise reads like a guaranteed NRE). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
29 lines
1.6 KiB
C#
29 lines
1.6 KiB
C#
// 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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internal 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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