// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using LitJson; using UnityEngine; namespace Wizard.RoomMatch { public partial class ReplayDataHandler { private const float WAIT_TIME_SKILL_SELECT_START = 0f; private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f; private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f; private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f; private const float WAIT_TIME_SKILL_CHOICE_START = 0f; private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f; private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f; private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f; private const float WAIT_TIME_SKILL_FUSION_START = 0.5f; private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f; private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f; private readonly List ReplayExceptUriList; private readonly List _moveTurnConductOperationType; private readonly List notResetForwardReplayOperationList; private NetworkReplayBattleMgr _networkReplayBattleMgr; private JsonData _stockReceiveReplayOperations; private int _operationIndex; public void SetOperationIndex(int index) { } public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { } protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { } public void Stop() { } protected void ParseBattleWatchData(Dictionary received) { } protected void CheckConnection() { } protected IEnumerator StockDataPlayer() => default!; private IEnumerator NewStockDataPlayer() => default!; private void ResetForwardReplay(Dictionary frontData) { } private float GetWaitTimeForSelectSkill(Dictionary frontData) => default!; } }