// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillSelectHandCardsVfx.cs
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class SkillSelectHandCardsVfx
{
        public enum Kind
        {
        Default,
        Choice,
        ChoiceEvolution
        }
        private BattleManagerBase m_BattleMgrBase;
        private IList<BattleCardBase> m_TargetCards;
        private const float UPPER_CORDINATE_Y = 150f;
        private const float CENTER_CORDINATE_Y = 0f;
        private const float BOTTOM_CORDINATE_Y = -150f;
        private const float FOUR_CARDS_HORIZONTAL_BORDER = 350f;
        private const float CORDINATE_Z = -20f;
        private const float CHOICE_CARD_RATE = 1.7f;
        private static Vector3 CHOICE_CARD_POSITION_OFFSET;
        private const float CHOICE_ROTATION = -11.5f;
        private const float SELECTION_MOVE_Z = -5f / 128f;
        private const float ROTATE_TIME = 0.4f;
        private const float WAIT_TIME = 0.3f;
        private const float ROTATION_RANDOM_RANGE = 10f;
        private const float LOOP_TIME_MIN = 1f;
        private const float LOOP_TIME_MAX = 1.5f;
        private const float MOVE_AND_ROTATE_TIME = 0.3f;
        private const float SCALE_TIME = 0.2f;
        private readonly Vector3 EFFECT_SCALE;
        private readonly Color EFFECT_COLOR_0;
        private readonly Color EFFECT_COLOR_1;
        private readonly Color EFFECT_COLOR_2;
        private readonly Color EFFECT_COLOR_3;
        private const int CHOICE_OFFSET_Y = -35;
        private Kind _kind;
        private bool IsChoice { get; set; }
        public SkillSelectHandCardsVfx(IList<BattleCardBase> targets, Kind kind = Kind.Default) { }
        private VfxBase MoveHandCardsToCenter(IList<Vector3> PosList) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase ShiftLayer() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private VfxBase MoveHandCard(IBattleCardView cardView, Vector3 pos, int index) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
        private void AddChoiceEffect(int index, IBattleCardView cardView) { }
        public static IList<Vector3> CalculatePositions(int count, bool isChoice) => default!;
}
}
