// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\AttackTargetSelectTouchProcessor.cs
using System.Linq;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class AttackTargetSelectTouchProcessor
{
        private enum MouseState
        {
        Idle,
        MoveHold,
        MoveFree
        }
        private readonly AttackSelectControl _attackSelectControl;
        private readonly IPlayerView _battlePlayerView;
        private readonly Prediction _prediction;
        public bool stopAttack;
        private bool evolve;
        private MouseState _mouseState;
        private Vector2 _positionStart;
        public EvolutionSimpleProcessor EvolutionProcessor { get; set; }
        public AttackTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction) : base(battleMgr, touchCard, inputMgr) { }
        public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public static bool CheckAttackToUnitNotHasGuardError(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
        private bool AttackTargetSelectable(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
        private bool HasGuardEnemy(BattleCardBase attackCard, BattlePlayerBase battleEnemy) => default!;
        private bool DragToAttack(BattleCardBase targetCard) => default!;
        protected void SetupTouchProcessorEvents() { }
        public bool CheckIsEnd() => default!;
        private bool IsShowAlert() => default!;
        public VfxWith<ITouchProcessor> End() => default!;
        private bool UseEvolutionShortcut() => default!;
        private bool UseDetailShortcut() => default!;
}
}
