using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class ActivateClass : ICardEffect, ActivateICardEffect { public Permanent PermanentWhenTriggered { get; set; } = null; public CardSource TopCardWhenTriggered { get; set; } = null; Func _activateCoroutine { get; set; } = null; public void SetUpActivateClass(Func canActivateCondition, Func activateCoroutine, int maxCountPerTurn, bool isOptional, string effectDiscription) { SetCanActivateCondition(canActivateCondition); SetMaxCountPerTurn(maxCountPerTurn); SetIsOptional(isOptional); SetEffectDiscription(DataBase.ReplaceToASCII(effectDiscription)); _activateCoroutine = activateCoroutine; } public IEnumerator Activate(Hashtable hashtable) { if (_activateCoroutine != null) { yield return ContinuousController.instance.StartCoroutine(_activateCoroutine(hashtable)); } } }