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