// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\UIManager.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BestHTTP;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.View.Vfx;
using Wizard.Dialog.Setting;
using Wizard.UI.ReportToManagement;
public partial class UIManager
{
        public partial class ChangeViewSceneParam { }
        public enum ViewScene
        {
        None,
        Splash,
        Title,
        MyPage,
        CommonBackGround,
        Battle,
        Room,
        RankMatch,
        ClassSelectionPage,
        StorySelectPage,
        StorySelectionWorld,
        AreaSelect,
        StoryChapterSelectionFlowChart,
        Scenario,
        Scenario2,
        Prologue,
        Ending,
        QuestSelectionPage,
        PracticePuzzle,
        DeckList,
        DeckCardEdit,
        CardAllList,
        CardDestruct,
        TwoPick,
        Sealed,
        SealedCardPackOpen,
        SealedDeckEdit,
        Convention,
        Colosseum,
        Gacha,
        BuildDeckPurchasePage,
        CardSleevePurchasePage,
        ClassSkinPurchasePage,
        Profile,
        Ranking,
        Mission,
        Mail,
        BattlePass,
        Tutorial1,
        Tutorial2,
        Tutorial3,
        StoryTutorialElf,
        StoryTutorialRoyal,
        StoryTutorialWitch,
        StoryTutorialDragon,
        StoryTutorialNecromancer,
        StoryTutorialVampire,
        StoryTutorialBishop,
        StoryTutorialNemesis,
        Guild,
        Friend,
        LoginBonus,
        LotteryPage,
        BeginnerMission,
        FreePackCampaign,
        Gathering,
        Competition2Pick,
        CompetitionLobby,
        BossRushLobby,
        RedEtherCampaignLobby,
        Bingo,
        CrossoverPortal,
        NeutralPopularityVote,
        LeaderPopularityVote,
        Max
        }
        public const int FLICK_LOWER_LIMIT_X = 50;
        private Footer prefabFooter;
        private Footer m_Footer;
        private UIAtlasManager _atlasManager;
        private GameObject m_myPageUICameraObj;
        private DialogBase dialogOriginalClose;
        private NguiObjs dialogInputOriginalClose;
        private DrumrollDialog _dialogDrumrollOriginal;
        private GameObject roomIdInputObj;
        private GameObject frontLayer;
        private GameObject SystemLayer;
        private Camera frontCamera;
        private LoadingBase LoadingInDownLoad;
        private LoadingInScene lodingInScene;
        private LoadingInScene lodingInSceneCenter;
        private LoadingInScene lodingInSceneMatching;
        private LoadingInScene lodingInSceneBattle;
        private LoadingInScene notNetwork;
        private GameObject LoadingLayer;
        private GameObject NotTouchOriginal;
        private GameObject NotTouch;
        private FadeManager feadOriginal;
        private FadeManager nowFadeObj;
        private GameObject MyPageLayer;
        public UIRoot UIManagerRoot;
        public Transform UIRootLoadingTransform;
        public Camera UIRootLoadingCamera;
        private UIRoot _UIRootSystem;
        private GameObject _support;
        private DialogReportToManagement _reportToManagementDialogParts;
        private RewardBase _rewardBase;
        public GameObject _lotteryApplyPrefab;
        private RankWinnerReward _rankWinnerReward;
        private GameObject _preventTouchCollider;
        public UpdateSocialAccountTask _updateSocialAccountTask;
        private UIBase_CardManager uiCardManager;
        private NguiObjs OriginalTopBar;
        public IList<UILabel> m_CrystalLabelList;
        public IList<UILabel> m_RupyLabelList;
        public Dictionary<ViewScene, UIBase> BackSceneDict;
        public Dictionary<ViewScene, ChangeViewSceneParam> TopBarBackParameterDict;
        private GameObject FirstTipsPrefab;
        private GameObject FirstTipsObject;
        private GameObject VideoHostingSettingRootPrefab;
        private GameObject VideoHostingHUDPrefab;
        private VideoHostingHUD VideoHostingHUDObject;
        private GameObject _homeDialogPrefab;
        private GameObject _legendCrystalBuyDialogPrefab;
        private WindowResize _windowResize;
        private GameObject[] RootObjects;
        private Transform creatSceneUIPoint;
        private IDictionary<ViewScene, UIBase> UIBaseList;
        private ViewScene nowScene;
        public DeckCreateMenuUI _deckCreateMenuOriginal;
        private SwitchLanguage _switchLanguageOriginal;
        private SettingBase settingBaseOriginal;
        private SettingBase _optionSettingPrefab;
        private SettingFirstBattle _firstSettingOriginal;
        private BuyCrystal buyCrystalOriginal;
        private AccountBase accountBaseOriginal;
        private FriendBase friendBaseOriginal;
        private GameObject replayDialogPrefab;
        private int m_LockCountOnChangeView;
        private Action m_OnFinishChangeView;
        private List<UnityEngine.Object[]> assetBundleDatas;
        public bool isErrorProc;
        public bool isRetryProc;
        public bool isNoAvailMemory;
        private bool _isCreateAssetFileErrorDialog;
        private bool _isAssetErrorDialogUse;
        public const string YELLOW_COLOR = "[ffca45]";
        public const string WHITE_COLOR = "[ffffff]";
        public const int CHARALIMIT_INPUT_USERNAME = 24;
        public const int CHARALIMIT_INPUT_DECKNAME = 30;
        public const int CHARALIMIT_INPUT_TRANSITIONCODE = 16;
        public const int CHARALIMIT_INPUT_ACCOUNT = 0;
        public const int CHARALIMIT_INPUT_DECKCODE = 16;
        public const int CHARALIMIT_FIX_USERNAME = 12;
        public const int CHARALIMIT_FIX_DECKNAME = 24;
        public const int CHARALIMIT_FIX_TRANSITIONCODE = 16;
        public const int CHARALIMIT_FIX_ACCOUNT = 0;
        public const int CHARALIMIT_FIX_DECKCODE = 16;
        public const UIInput.KeyboardType KEYBOARD_USERNAME = UIInput.KeyboardType.Default;
        public const UIInput.KeyboardType KEYBOARD_DECKNAME = UIInput.KeyboardType.Default;
        public const UIInput.KeyboardType KEYBOARD_DECKCODE = UIInput.KeyboardType.EmailAddress;
        public const UIInput.KeyboardType KEYBOARD_TRANSITIONCODE = UIInput.KeyboardType.EmailAddress;
        public const UIInput.KeyboardType KEYBOARD_ACCOUNT = UIInput.KeyboardType.EmailAddress;
        private const float FLICK_THRESHOLD = 50f;
        private const float TOUCH_INVALID_TIME = 1f;
        private const int URL_DIALOG_DEPTH = 3000;
        private const float CHANGEVIEWSCENE_WAITTIME = 0.5f;
        private Dictionary<ViewScene, object> _sceneParam;
        public Footer _Footer { get; set; }
        public DialogManager DialogManager { get; set; }
        public ApplicationFinishManager ApplicationFinishManager { get; set; }
        public GameObject MyPageUICameraObj { get; set; }
        public DialogBase DialogPrefab { get; set; }
        public NguiObjs TextInputDialogPrefab { get; set; }
        public DrumrollDialog DrumrollDialogPrefab { get; set; }
        public DialogBase NowOpenDialog { get; set; }
        public GameObject IdInputPrefab { get; set; }
        public Camera FrontCamera { get; set; }
        public int FrontCameraPixelWidth { get; set; }
        public int FrontCameraPixelHeight { get; set; }
        public GameObject FrontLayerObject { get; set; }
        public GameObject SystemLayerObject { get; set; }
        public GameObject LoadingLayerObject { get; set; }
        public LoadingBase LoadingInDownLoadPrefab { get; set; }
        public LoadingInScene LoadingInScenePrefab { get; set; }
        public LoadingInScene LoadingInSceneCenterPrefab { get; set; }
        public LoadingInScene LoadingInSceneMatchingPrefab { get; set; }
        public LoadingInScene LoadingInSceneBattlePrefab { get; set; }
        public LoadingInScene LoadingForNetworkOfflinePrefab { get; set; }
        public UIRoot UIRootSystem { get; set; }
        public GameObject SupportDialogPrefab { get; set; }
        public DialogReportToManagement DialogReportToManagement { get; set; }
        public GameObject HomeDialogPrefab { get; set; }
        public GameObject LegendCrystalBuyDialogPrefab { get; set; }
        public bool IsCrystalDialogExe { get; set; }
        public bool ApplicationHasFocus { get; set; }
        public bool isBattleRecovery { get; set; }
        public bool IsRoomRecovery { get; set; }
        public WebViewHelper WebViewHelper { get; set; }
        public LoadingViewManager LoadingViewManager { get; set; }
        public bool IsTouchable { get; set; }
        public AccountTransferHelper AccountTransferHelper { get; set; }
        public SwitchLanguage SwitchLanguagePrefab { get; set; }
        public SettingBase SettingPrefab { get; set; }
        public SettingBase OptionSettingPrefab { get; set; }
        public SettingFirstBattle SettingFirstBattle { get; set; }
        public BuyCrystal BuyCrystalPrefab { get; set; }
        public AccountBase AccountBasePrefab { get; set; }
        public GameObject ReplayDialogPrefab { get; set; }
        public bool IsAutoCacheClearAfter { get; set; }
        public bool IsFadeIn { get; set; }
        public void DisposeFooterMenu() { }
        public bool IsNowOpenActiveDialog() => default!;
        public static void ApplicationQuit() { }
        private void Update() { }
        private void Awake() { }
        private void Start() { }
        private void OnDestroy() { }
        public Camera getCamera() => default!;
        private IEnumerator WaitUntilLoadComplete() => default!;
        public bool IsLocked() => default!;
        public void AssetBundleLoad(Action callback = null) { }
        public string GetSceneAssetPath(UIAtlasManager.AssetBundleNames assetname, string singlebundlename = "", bool isload = false) => default!;
        public void AssetBundleLeaveRemove(ViewScene inLeaveScene) { }
        public void AddResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
        public void RemoveResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
        private ViewScene GetFileResidentInMenu() => default!;
        public List<UIAtlas> GetAtlasList() => default!;
        public bool getAssetBundleEnd() => default!;
        public void setAssetBundleEnd(bool flag) { }
        private UIBase ViewOpen(ViewScene openScene, Action<GameObject> beforeOpening = null) => default!;
        private UIBase CreateView(ViewScene scene, Action<GameObject> beforeOpening = null) => default!;
        public void DestroyView(ViewScene scene) { }
        private void DestroyView(List<ViewScene> sceneList) { }
        public void DestroyViewAll() { }
        public bool isViewOpen(ViewScene scene) => default!;
        public void OffView(ViewScene scene) { }
        private void OffView(List<ViewScene> sceneList) { }
        public void OffViewAll() { }
        public void OffViewAllOutside(ViewScene scene) { }
        public UIBase GetUIBase(ViewScene scene) => default!;
        public T GetCurrentSceneParam<T>() where T : class => default!;
        public void OverrideSceneParam(ViewScene scene, object sceneParam) { }
        public object GetLastSceneChangeParam(ViewScene scene) => default!;
        public T GetSceneParam<T>(ViewScene scene) where T : class => default!;
        public void ChangeViewScene(ViewScene nextScene, ChangeViewSceneParam param = null, object sceneParam = null) { }
        public void OnReadyViewScene(bool isFadein, Action onFinishChangeView = null, Action onFinishFadeIn = null) { }
        public void Force_Increment_LockCountChangeView() { }
        public void Force_Decrement_LockCountChangeView() { }
        public void Increment_LockCountChangeView() { }
        public void Decrement_LockCountChangeView() { }
        private IEnumerator ChangeViewScene_Main(ViewScene nextScene, ChangeViewSceneParam param) => default!;
        private IEnumerator ChangeViewScene_OnFinishWait(ViewScene nextScene, ChangeViewSceneParam param) => default!;
        public void UpdateFooterMenuTexture(ViewScene scene) { }
        public ViewScene GetCurrentScene() => default!;
        private void SetCurrentScene(ViewScene scene) { }
        public bool IsCurrentScene(ViewScene scene) => default!;
        public UIBase GetUiBaseOfCurrentScene() => default!;
        public void OpenNotTouch() { }
        public void offNotTouch() { }
        private void creatNotTouch() { }
        public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => default!;
        public DialogBase CreateConfirmationDialog(string message) => default!;
        public void dialogAllClear() { }
        public void ActiveChangeDialogAll(bool active) { }
        public void CloseNotLatestDialogAll() { }
        public bool CloseLatestDialog() => default!;
        public bool isOpenDialog() => default!;
        public bool isOpenLoading() => default!;
        public void createInSceneLoading(bool notBlack = false, bool notCollider = false, bool force = true, int playIndex = -1) { }
        public void closeInSceneLoading(bool force = true) { }
        public VfxBase CreateNowLoadingVfx(VfxBase loadResourcesVfx) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public void createInSceneCenterLoading(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
        public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
        public LoadingInScene createInSceneLoadingMatching(bool notBlack = false, bool notCollider = false) => default!;
        public LoadingInScene CloseInSceneLoadingMatching() => default!;
        public LoadingInScene createInSceneLoadingBattle(bool notBlack = false, bool notCollider = false) => default!;
        public LoadingInScene CloseInSceneLoadingBattle() => default!;
        public void createInSceneNotNetwork() { }
        public void closeInSceneNotNetwork() { }
        public void CreatFadeOpen(Action onFinishCallback = null) { }
        public void CreatFadeClose(Action onFinishCallback = null) { }
        public void CreatFadeBlack() { }
        public void CreatFadeObj() { }
        public bool isFading() => default!;
        public bool IsWizardSetupFinish() => default!;
        public IEnumerator CardLoadResident() => default!;
        public bool MyPageHomeCardLoadDeck(GameObject returnObj, DeckData deckData, int layer) => default!;
        public void CardLoadSelect(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, Action onFinish = null, bool isDefaultSleeve = false, CardMaster.CardMasterId cardMasterId = CardMaster.CardMasterId.Default) { }
        public void CardLoadGachaPack(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, int sleeveId = 3000011) { }
        public bool isCardCreatEnd() => default!;
        public List<UIBase_CardManager.CardObjData> getCardListObjs() => default!;
        public List<UIBase_CardManager.CardObjData> getSelectCardListObjs() => default!;
        public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
        // Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
        // exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
        // CardCreatorBase.CreateCard on the createNullView:false path) resolve headless instead of
        // NRE-ing on a null manager. Was `default!`.
        public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
        public void setBackScene(GameObject obj, ViewScene backScene) { }
        public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
        public void SetBackButtonParameter(ChangeViewSceneParam in_Param) { }
        public void RemoveNowSceneBackButtonParameter() { }
        public void UpDateCrystalNum() { }
        public void UpDateRupyNum() { }
        public void UpdateLastRupyNum(int num) { }
        public RankWinnerReward createRankWinnerReward() => default!;
        public void ShowFooterMenu(bool isShow) { }
        private bool IsShowMyPageSubOther() => default!;
        public static void SetObjectToGrey(GameObject o, bool b, Color? enableTextColor = null, Dictionary<Color32, AllLabelColorChanger.ColorSet> changeColorDict = null) { }
        public void CommonRetry() { }
        public void CommonResetGame() { }
        public FirstTips CheckFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0) => default!;
        public FirstTips StartFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
        public FirstTips StartFirstTips(IEnumerable<FirstTips.TipsType> tipsTypes, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
        public bool IsActiveFirstTips() => default!;
        public IEnumerator FirstTipsStart(int startPage = 0) => default!;
        public void CreateVideoHostingHUD(VideoHostingHUD.HUDMode mode) { }
        public void DestroyVideoHostingHUD() { }
        public VideoHostingHUD GetVideoHostingHUD() => default!;
        public DialogBase CreateVideoHostingSettingRoot() => default!;
        public void SetLayerRecursive(Transform parentObj, int layer) { }
        public void SetDeviceOrientation() { }
        private IEnumerator SetDeviceOrientationFromBackGround() => default!;
        private void OnApplicationPause(bool pauseStatus) { }
        private void OnApplicationFocus(bool focus) { }
        public void AttachAtlas(GameObject obj, bool isTargetChildren = true) { }
        public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true) { }
        private bool WantsToQuit() => default!;
        public bool IsQuitDialog() => default!;
        public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
        public void CreateAssetFileErrorDialog() { }
        public void SetIsAssetErrorDialogUse(bool inValue) { }
        private bool IsAssetFileErrorDialogDispScene() => default!;
        public RewardBase GetRewardDialogPrefab() => default!;
        public void DelayExecute(float delayTime, Action func) { }
        private IEnumerator DelayExecuteCoroutine(float delayTime, Action func) => default!;
}
