// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\ChoiceTouchProcessor.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class ChoiceTouchProcessor
{
        protected readonly BattleCardBase _actCard;
        protected readonly InputMgr _inputMgr;
        protected readonly OperateMgr _operateMgr;
        protected readonly BattlePlayer _battlePlayer;
        protected bool _isSelectNow;
        private readonly Prediction _prediction;
        private readonly BattleManagerBase _battleManager;
        private bool _stopFlag;
        protected BattleCardBase _chosenCard;
        private List<SkillBase> _choiceSkills;
        private SkillBase _choiceSkill;
        private List<BattleCardBase> _choiceCards;
        private List<BattleCardBase> _chosenCards;
        private bool _choiceCompleteFlag;
        private bool _isEvolve;
        private BattleCardBase _accelerateCard;
        private BattleUIContainer _battleUIContainer;
        private int _choiceNumber;
        private const float DETAIL_PANEL_SIZE_PERCENT = 90.5f;
        private CanNotTouchCardVfx _canNotTouchCardVfx;
        private Action _onCompleteChoice;
        private bool _isChoiceBrave;
        protected bool IsSelectNow { get; set; }
        public ChoiceTouchProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, Prediction prediction, List<SkillBase> choiceSkills, bool isEvolve, bool isChoiceBrave, BattleCardBase accelerateCard = null) { }
        public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public virtual VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        public virtual VfxWith<ITouchProcessor> End() => default!;
        protected ITouchProcessor CreateAfterSelectTouchProcessor(BattleCardBase hasSelectionSkillCard) => default!;
        private void EnableButtons(bool isUpdateEffectAndSprite) { }
        private BattleCardBase GetCardAtMousePosition(Camera camera) => default!;
        private IEnumerable<GameObject> GetTargetCards() => default!;
        public virtual bool CheckIsEnd() => default!;
        protected void EnableTurnEndButton() { }
        private bool UseDetailShortcut() => default!;
}
}
