// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ICardVfxCreator.cs
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial interface ICardVfxCreator
{
        VfxBase CreateDraw(Vector3 pos, bool isCardRare);
        VfxBase CreatePick();
        VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
        VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
        VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
        VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
        VfxBase CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
        VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose);
        VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false);
        VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
        VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
        VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
        VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
        VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false);
        VfxBase CreateGuardStart();
        VfxBase CreateGuardStop();
        VfxBase CreateKillerStart();
        VfxBase CreateKillerStop();
        VfxBase CreateProtectionStart(ProtectionColorType tyep);
        VfxBase CreateProtectionStop();
        VfxBase CreateNotBeAttackedStart();
        VfxBase CreateNotBeAttackedStop();
        VfxBase CreateUntouchableStart();
        VfxBase CreateUntouchableStop();
        VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass);
        VfxBase CreateSneakStart();
        VfxBase CreateSneakStop();
        VfxBase CreateForceCantAttackStart();
        VfxBase CreateForceCantAttackStop();
        VfxBase CreateDrainStart();
        VfxBase CreateDrainStop();
        VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView);
        VfxBase CreateAttackFloatUp();
        VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount);
        VfxBase CreateMoving(Vector3 pos);
        VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage);
        VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth);
        VfxBase CreateMaskCardInPlay();
        VfxBase CreateReflectionStart();
        VfxBase CreateReflectionStop();
        VfxBase CreateHeavenlyAegisStart();
        VfxBase CreateHeavenlyAegisStop();
        VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect);
}
}
