// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\BishopInfomationUI.cs using System; using System.Collections.Generic; using System.Linq; using System.Text.RegularExpressions; using UnityEngine; using Wizard.Battle.View; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.UI { public partial class BishopInfomationUI { private new BattlePlayerBase _player; private IBattlePlayerView _opponentBattlePlayerView; private readonly float HANDCARD_YPOSITION; private readonly float INPLAYCARD_YPOSITION; private readonly float HANDCARD_XPOSITION; private readonly float INPLAYCARD_XPOSITION; private readonly float INFORMATION_UI_HIGHT; private readonly Vector3 BISHOP_INFORMATION_LOACL_POSITION; private const string BISHOP_INFORMATION_PATH = "UI/Battle/ClassInfomation_7"; private const string BISHOP_INFORMATION_UI_PREFAB_PATH = "UI/Battle/BishopSummonInfomation"; private const string BISHOP_INFORMATION_UI_CHILD = "BishopSummonInfomation_"; private bool _isPressing; private List _loadingTokenInfoUIList; public BishopInfomationUI(BattlePlayerBase battlePlayerBase, IBattlePlayerView battlePlayerView, IBattlePlayerView battleEnemyView, int orderCount, int totalInfoNum) : base(battlePlayerBase, battlePlayerView, orderCount, totalInfoNum) { } public void ShowInfomation(bool playEffect) { } public void HideInfomation() { } public void HideOtherInfomation() { } public void HideAllInfomation() { } protected void ShowAlert() { } protected void HideAlert() { } public VfxBase LoadResources(Transform parent, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); public void SetUpEvent(BattlePlayerBase player) { } public void Recovery() { } private void ShowInfo() { } private void SetTokenInfoUIPosition(GameObject tokenInfoUIObj, bool isInHand, int summonCardIndex) { } private void HideInfo() { } private void HideAllInfo() { } private IEnumerable SelectSummonChantField(IEnumerable cardList) => default!; private List GetLastWordSummonCard(BattleCardBase ownerCard) => default!; private void WaitUntilLoadTexture() { } } }