// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ICardVfxCreator.cs using UnityEngine; namespace Wizard.Battle.View.Vfx { public partial interface ICardVfxCreator { VfxBase CreateDraw(Vector3 pos, bool isCardRare); VfxBase CreatePick(); VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase); VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase); VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase); VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase); VfxBase CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase); VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose); VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false); VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true); VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true); VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true); VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true); VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false); VfxBase CreateGuardStart(); VfxBase CreateGuardStop(); VfxBase CreateKillerStart(); VfxBase CreateKillerStop(); VfxBase CreateProtectionStart(ProtectionColorType tyep); VfxBase CreateProtectionStop(); VfxBase CreateNotBeAttackedStart(); VfxBase CreateNotBeAttackedStop(); VfxBase CreateUntouchableStart(); VfxBase CreateUntouchableStop(); VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass); VfxBase CreateSneakStart(); VfxBase CreateSneakStop(); VfxBase CreateForceCantAttackStart(); VfxBase CreateForceCantAttackStop(); VfxBase CreateDrainStart(); VfxBase CreateDrainStop(); VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView); VfxBase CreateAttackFloatUp(); VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount); VfxBase CreateMoving(Vector3 pos); VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage); VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth); VfxBase CreateMaskCardInPlay(); VfxBase CreateReflectionStart(); VfxBase CreateReflectionStop(); VfxBase CreateHeavenlyAegisStart(); VfxBase CreateHeavenlyAegisStop(); VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect); } }