// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\BattleEnemyView.cs
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public partial class BattleEnemyView
{
        protected string HandDeckObjectName { get; set; }
        protected string InPlayCardObjectName { get; set; }
        protected string CemeteryObjectName { get; set; }
        protected string BanishObjectName { get; set; }
        public EnemyChoiceBraveButtonUI EnemyChoiceBraveButtonUI { get; set; }
        public Transform ChoiceBraveButtonTransform { get; set; }
        public bool IsShowCantChoiceBraveText { get; set; }
        public BattleEnemyView(BattleEnemy battlePlayer) { }
        public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
        public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public void RegisterPlayCard(BattleCardBase actCard) { }
        public void DisableSettingFlag() { }
        public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
        public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private void FloatCardUpwardsDuringAttack(IBattleCardView cardInvolvedInAttack, float timeToReachTopPosition) { }
        public VfxBase UpdateHandsSelectState(bool isSelecting) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public bool IsTouchable() => default!;
        public void SetTouchable(bool enable) { }
        public void ClearPlayQueue() { }
        public void ShowCommonPanel() { }
        protected AttackSelectControl CreateAttackSelectControl() => default!;
        protected HandViewBase CreateHandView(GameObject gameObject) => default!;
        protected PlayQueueViewBase CreatePlayQueueView() => default!;
        protected InPlayViewBase CreateInPlayView(GameObject gameObject) => default!;
        public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public void ShowChoiceBraveButton(bool isNewReplay) { }
        public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
        public void HideChoiceBraveButton() { }
        public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
        public void HideChoiceBraveButtonPulsateEffect() { }
        public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public Vector3 GetBPLabelPosition() => default!;
}
}
