First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor. PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play; atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the port approach is validated through the resolution path, not just M1's compile path. VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN. HeadlessCardMaster now loads the follower's real id from cards.json. Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams, never a Unity/logic wall): - M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null): Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator stub + its _IfaceImpl block; both manifested, check_drift clean. - _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the explicit impls (which returned default!), shadowing public stubs. Fixed IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs. (GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
359 B
C#
22 lines
359 B
C#
namespace Wizard.Battle.View.Vfx;
|
|
|
|
public class NotEmptyNullVfx : VfxBase
|
|
{
|
|
private static NotEmptyNullVfx _instance;
|
|
|
|
public override bool IsEnd => true;
|
|
|
|
public static NotEmptyNullVfx GetInstance()
|
|
{
|
|
if (_instance == null)
|
|
{
|
|
_instance = new NotEmptyNullVfx();
|
|
}
|
|
return _instance;
|
|
}
|
|
|
|
protected NotEmptyNullVfx()
|
|
{
|
|
}
|
|
}
|