// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using LitJson;
using UnityEngine;
namespace Wizard.RoomMatch
{
public partial class ReplayDataHandler
{
        private const float WAIT_TIME_SKILL_SELECT_START = 0f;
        private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
        private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
        private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
        private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
        private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
        private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
        private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
        private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
        private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
        private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
        private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
        private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
        private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
        private NetworkReplayBattleMgr _networkReplayBattleMgr;
        private JsonData _stockReceiveReplayOperations;
        private int _operationIndex;
        public void SetOperationIndex(int index) { }
        public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
        protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
        public void Stop() { }
        protected void ParseBattleWatchData(Dictionary<string, object> received) { }
        protected void CheckConnection() { }
        protected IEnumerator StockDataPlayer() => default!;
        private IEnumerator NewStockDataPlayer() => default!;
        private void ResetForwardReplay(Dictionary<string, object> frontData) { }
        private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
}
}
