// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillEvolveVfx.cs using System; using UnityEngine; using Wizard.Battle.Resource; namespace Wizard.Battle.View.Vfx { public partial class SkillEvolveVfx { public partial class SetPostEvolveFrameShaderVfx { } private const float TRAIL_TRAJECTORY_ANGLE = 90f; private const float SPIN_WAIT_TIME = 0.4f; private const float FLASH_SKILL_WAIT_TIME = 0.3f; public SkillEvolveVfx(BattleCardBase card, IBattleResourceMgr resourceMgr, Func getEffectObject, BattleCardBase skillOwnerCard, bool evolveMeWhenAttack) { } private VfxBase WaitSkillEvolve(BattleCardBase skillOwnerCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); private VfxBase FloatUpVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); private VfxBase TransformationFlashVfx(BattleCardBase card, Func getEffectObject) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); private VfxBase PostEvolveSpinVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); private VfxBase FallDownVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); public static VfxWith> LoadCardEvolveResources(BattleCardBase evolvedCard, IBattleResourceMgr resourceMgr) => default!; } }