// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ReturnCardVfx.cs using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using Wizard.Battle.Resource; namespace Wizard.Battle.View.Vfx { public partial class ReturnCardVfx { private const float cardWidth = 200f; private const float enemyCenterY = -225f; private const float enemyCenterZ = -135f; private const float playerCenterY = 55f; private const float playerCenterZ = -135f; private const float topY = -40f; private const float topZ = -130f; private const float bottomY = -40f; private const float bottomZ = -80f; public ReturnCardVfx(List playerCardsToReturn, List enemyCardsToReturn, IBattleResourceMgr resourceMgr) { } protected VfxBase CreateInPlayToHandCardVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); protected VfxBase CreateReturnEffectVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); protected VfxBase CreateLineUpCardsVfx(List playerCardsToReturn, List enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); protected VfxBase CreateLineUpSingleRowVfx(List cardsToReturn, float yCoord, float zCoord, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); protected float CalculateXCoordInRow(int indexInLine, int totalNumberOfCardsInLine, bool isPlayer) => default!; protected VfxBase CreateReturnCardsToHandVfx(List playerCardsToReturn, List enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); protected VfxBase NormalImageChangeVfx(BattleCardBase card, IBattleResourceMgr resourceMgr) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); } }