// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ReturnCardVfx.cs
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class ReturnCardVfx
{
        private const float cardWidth = 200f;
        private const float enemyCenterY = -225f;
        private const float enemyCenterZ = -135f;
        private const float playerCenterY = 55f;
        private const float playerCenterZ = -135f;
        private const float topY = -40f;
        private const float topZ = -130f;
        private const float bottomY = -40f;
        private const float bottomZ = -80f;
        public ReturnCardVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn, IBattleResourceMgr resourceMgr) { }
        protected VfxBase CreateInPlayToHandCardVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected VfxBase CreateReturnEffectVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected VfxBase CreateLineUpCardsVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected VfxBase CreateLineUpSingleRowVfx(List<BattleCardBase> cardsToReturn, float yCoord, float zCoord, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected float CalculateXCoordInRow(int indexInLine, int totalNumberOfCardsInLine, bool isPlayer) => default!;
        protected VfxBase CreateReturnCardsToHandVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected VfxBase NormalImageChangeVfx(BattleCardBase card, IBattleResourceMgr resourceMgr) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}
