// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillEvolveVfx.cs
using System;
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class SkillEvolveVfx
{
        public partial class SetPostEvolveFrameShaderVfx { }
        private const float TRAIL_TRAJECTORY_ANGLE = 90f;
        private const float SPIN_WAIT_TIME = 0.4f;
        private const float FLASH_SKILL_WAIT_TIME = 0.3f;
        public SkillEvolveVfx(BattleCardBase card, IBattleResourceMgr resourceMgr, Func<GameObject> getEffectObject, BattleCardBase skillOwnerCard, bool evolveMeWhenAttack) { }
        private VfxBase WaitSkillEvolve(BattleCardBase skillOwnerCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase FloatUpVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase TransformationFlashVfx(BattleCardBase card, Func<GameObject> getEffectObject) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase PostEvolveSpinVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase FallDownVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public static VfxWith<Func<GameObject>> LoadCardEvolveResources(BattleCardBase evolvedCard, IBattleResourceMgr resourceMgr) => default!;
}
}
