// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\AttackTargetSelectTouchProcessor.cs using System.Linq; using UnityEngine; using Wizard.Battle.View; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Touch { public partial class AttackTargetSelectTouchProcessor { private enum MouseState { Idle, MoveHold, MoveFree } private readonly AttackSelectControl _attackSelectControl; private readonly IPlayerView _battlePlayerView; private readonly Prediction _prediction; public bool stopAttack; private bool evolve; private MouseState _mouseState; private Vector2 _positionStart; public EvolutionSimpleProcessor EvolutionProcessor { get; set; } public AttackTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction) : base(battleMgr, touchCard, inputMgr) { } public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance(); public static bool CheckAttackToUnitNotHasGuardError(BattleCardBase attackCard, BattleCardBase targetCard) => default!; private bool AttackTargetSelectable(BattleCardBase attackCard, BattleCardBase targetCard) => default!; private bool HasGuardEnemy(BattleCardBase attackCard, BattlePlayerBase battleEnemy) => default!; private bool DragToAttack(BattleCardBase targetCard) => default!; protected void SetupTouchProcessorEvents() { } public bool CheckIsEnd() => default!; private bool IsShowAlert() => default!; public VfxWith End() => default!; private bool UseEvolutionShortcut() => default!; private bool UseDetailShortcut() => default!; } }