// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Tutorial\TutorialBattleMgrBase.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
using Wizard.BattleMgr;
using Wizard.Story;
namespace Wizard.Battle.Tutorial
{
public partial class TutorialBattleMgrBase
{
        public partial class CustomQueue<T> { }
        public partial class TutorialConstants { }
        protected Queue<TutorialSingleTurnActions> playerActions;
        protected TutorialSingleTurnActions currentTurnActions;
        protected TutorialAction currentAction;
        protected int TutorialPopupCount;
        protected int TutorialImageCount;
        protected List<string> TutorialDownloadPath;
        protected UIButton TutoSkipBtn;
        protected List<Effect> TutoEffectList;
        protected ResourcesManager ResourceMgr;
        public bool wasTutorialMissionFailed;
        private const int REGULAR_TUTORIALS_COUNT = 3;
        private readonly Vector3 tapEffectOffsetFromTurnEndButton;
        private readonly Vector3 tapEffectOffsetFromMulliganSubmitButton;
        private readonly int tapEffectUILayer;
        private readonly int tapEffectBattleLayer;
        private int currentActionNumber;
        private GameObject _dragAndDropObject;
        private UIAnchor _dragAndDropAnchor;
        private UILabel _dragAndDropLabel;
        private DialogBase _dialog;
        private readonly Vector2 _dragAndDropAnchorRelativeOffsetInPlay;
        private readonly Vector2 _dragAndDropAnchorRelativeOffsetMulligan;
        private readonly Color _dragTextTopGradientColor;
        private readonly Color _dragTextBottomGradientColor;
        private readonly Color _dropTextTopGradientColor;
        private readonly Color _dropTextBottomGradientColor;
        protected bool IsStoryTutorial { get; set; }
        protected bool DisableCustomMouse { get; set; }
        public Action OnEnterMulliganAbandonZone { get; set; }
        public Action OnExitMulliganAbandonZone { get; set; }
        public Func<VfxBase> OnMulliganDragSuccess { get; set; }
        public bool IsBattleEnd { get; set; }
        public bool IsUseTutorialSkip { get; set; }
        public int TutorialNumber { get; set; }
        protected int PlayerCharaID { get; set; }
        protected int EnemyCharaID { get; set; }
        protected int EnemyClassID { get; set; }
        public int GetMaxDeckCount(bool isSelf) => default!;
        public TutorialBattleMgrBase(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
        protected virtual TouchControl CreateTouchControl() => default!;
        public IInnerOptionsBuilder CreateEnemyInnerOptionsBuilder() => default!;
        public void StartOpening(int FirstAttack) { }
        public void SetBattleMenuBtnVisibility() { }
        protected void ShowMenuButton() { }
        protected void SetupEvent() { }
        public void SetupBattlePlayersEvent() { }
        protected void AddTutorialEffectToList(Effect effect) { }
        protected void DisableAllTutorialEffects() { }
        public void FinishBattle() { }
        public void DisposeBattleGameObj() { }
        private void LoadTutorialResources(Action callback) { }
        private void StopTutorial() { }
        protected void DisableSkipAndCloseCurrentDialog() { }
        private void CloseCurrentDialog() { }
        public void SetupCardEvent(BattleCardBase card) { }
        protected void SetupInstantEndTurnConditions() { }
        public void SetupEnemyAI() { }
        public virtual bool IsActionTypeExecutable(TutorialAction.ActionType actionTypeToCompare) => default!;
        public virtual bool IsCardSelectableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
        protected virtual bool IsCardTargetableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
        protected void DisplayTutorialPopup(float timeBeforePopupIsDisplayed, Action onCloseAction = null) { }
        protected VfxBase CreateTutorialPopupVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected VfxBase CreateTutorialPopupVfx(float timeBeforePopupIsDisplayed, Action onCloseAction = null) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected void DisplayTutorialRewardsPopup(float timeBeforePopupIsDisplayed) { }
        protected VfxBase CreateTutorialRewardsPopupVfx(float timeBeforePopupIsDisplayed) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected void SetupStoryAfterWinPopupAction(TutorialAction tutorialAction) { }
        private void OnRequestTutorialFinish() { }
        protected DialogBase CreateTutorialDialog(Action onCloseAction) => default!;
        protected void DisplayNiceAnimation(Vector3 spawnPosition) { }
        private Vector3 ConvertBattleCameraToUICameraCoordinates(Vector3 worldPosition) => default!;
        protected void SetUpWaitAction(TutorialAction TutorialAction) { }
        protected VfxBase WaitActionVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected void SetUpArrowAnimationEvents(TutorialAction tutorialAction, bool setupHandCardEvents = false, EffectMgr.EffectType arrowType = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
        protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, float rotationAroundZ = 0f, bool playAfterCurrentAnimationEnds = false) { }
        protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, bool isFingerOverUI = false) { }
        protected void SetupFingerAnimationEventsSetLayer(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, int layer) { }
        protected void SetupFingerReleaseAnimationEvents(TutorialAction tutorialAction, bool useTargetCard1) { }
        protected void ShowArrowAnimation(GameObject fromObject, GameObject toObject = null, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
        protected void HideArrowAnimation(GameObject targetObject, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
        protected void ShowFingerAnimation(Vector3 spawnPosition, float rotationAroundZ) { }
        protected Effect ShowFingerAnimation(GameObject objectToFollow) => default!;
        protected void ShowFingerAnimationOnTurnEndButton() { }
        protected void HideFingerAnimation() { }
        protected Effect HideFingerAnimation(GameObject objectBeingFollowed) => default!;
        protected void ShowFingerReleaseAnimation(Vector3 spawnPosition) { }
        protected void ShowFingerReleaseAnimation(GameObject objectToFollow) { }
        protected void HideFingerReleaseAnimation() { }
        protected void HideFingerReleaseAnimation(GameObject objectBeingFollowed) { }
        private void ShowDragText(Vector2 relativeOffsetFromAnchor) { }
        private void ShowDropText(Vector2 relativeOffsetFromAnchor) { }
        private void HideDragAndDropText() { }
        private void ShowDragAndDropText(Vector2 relativeOffsetFromAnchor, string textID, Color topGradient, Color bottomGradient) { }
        protected void SetupSpellSelectEvents(TutorialAction tutorialAction) { }
        protected void SetupEvolveFromDetailPanelEventChain(CustomQueue<TutorialAction> turnActions, int cardID) { }
        protected void SetupEvolveDragArrowEvents(TutorialAction tutorialAction) { }
        protected void SetupMulliganDragArrowEvents(TutorialAction tutorialAction) { }
        protected void SetupMulliganSubmitEvents(TutorialAction tutorialAction) { }
        protected VfxBase ExecuteTutorialAction(TutorialAction.ActionType actionType) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected virtual void ReportSuccessfulActionToServer() { }
        public static void ReportSuccessfulActionToServer(int tutorialStep, int actionNumber) { }
        public virtual void SetupNextTurnActions() { }
        protected virtual VfxBase GetNextTutorialAction() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        protected virtual void SetupTutorialActionEvents() { }
        protected virtual void SetupTutorialInstantEndTurnConditions(Action baseFunctionCall) { }
        public VfxBase SetupInitialHandVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private BattleCardBase CreateInitialHandCard(int cardID, BattlePlayerBase battlePlayerBase) => default!;
        protected virtual List<int> CreateInitialPlayerHand() => default!;
        protected virtual List<int> CreateInitialEnemyHand() => default!;
        protected List<int> CreatePlayerDeck() => default!;
        protected List<int> CreateEnemyDeck() => default!;
        protected virtual Queue<TutorialSingleTurnActions> CreatePlayerActions() => default!;
        protected virtual Queue<TutorialSingleTurnActions> CreateEnemyActions() => default!;
        protected virtual void InitializeDeck() { }
}
}
