// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillEffectBattleVfx.cs
using System;
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class SkillEffectBattleVfx
{
        public SkillEffectBattleVfx(EffectBattle effect, Func<Vector3> startPosition, IBattleResourceMgr resourceMgr, Func<Vector3> getTargetPositionFunc, float delay, bool isPlayer, IBattleCardView battleCardView, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, float animationTime, IBattleCardView targetCardView = null) : base(effect, battleCardView, resourceMgr, getTargetPositionFunc) { }
        public SkillEffectBattleVfx(EffectBattle effect, IBattleCardView cardView, IBattleResourceMgr resourceMgr, Func<Vector3> startPosition, Func<Vector3> getTargetPositionFunc, float delay, float animationTime, EffectMgr.MoveType moveType, bool isPlayer, Color color) : base(effect, cardView, resourceMgr, getTargetPositionFunc) { }
        public SkillEffectBattleVfx(EffectBattle effect, IBattleCardView cardView, IBattleResourceMgr resourceMgr, Func<Vector3> startPosition, Func<Vector3> getTargetPositionFunc, float delay, float animationTime, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, bool isPlayer) : base(effect, cardView, resourceMgr, getTargetPositionFunc) { }
        private void InitializeSkillEffectVfx(float delay, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, Func<Vector3> startPosition, float animationTime, bool isPlayer, IBattleCardView targetCardView = null) { }
}
}
