using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectCommons { #region Target 1 Digimon gains [Rush] public static IEnumerator GainRush(Permanent targetPermanent, EffectDuration effectDuration, ICardEffect activateClass) { if (targetPermanent == null) yield break; if (!IsPermanentExistsOnBattleArea(targetPermanent)) yield break; if (activateClass == null) yield break; if (activateClass.EffectSourceCard == null) yield break; CardSource card = activateClass.EffectSourceCard; bool PermanentCondition(Permanent permanent) => permanent == targetPermanent; bool CanUseCondition() { if (IsPermanentExistsOnBattleArea(targetPermanent)) { if (!targetPermanent.TopCard.CanNotBeAffected(activateClass)) { return true; } } return false; } RushClass rush = CardEffectFactory.RushStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: false, card: card, condition: CanUseCondition); AddEffectToPermanent(targetPermanent: targetPermanent, effectDuration: effectDuration, card: card, cardEffect: rush, timing: EffectTiming.None); if (!targetPermanent.TopCard.CanNotBeAffected(activateClass)) { yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent().CreateBuffEffect(targetPermanent)); } } #endregion #region Player gains effect to have Digimon gains [Rush] public static IEnumerator GainRushPlayerEffect(Func permanentCondition, EffectDuration effectDuration, ICardEffect activateClass) { if (activateClass == null) yield break; if (activateClass.EffectSourceCard == null) yield break; CardSource card = activateClass.EffectSourceCard; bool PermanentCondition(Permanent permanent) { if (IsPermanentExistsOnBattleArea(permanent)) { if (!permanent.TopCard.CanNotBeAffected(activateClass)) { if (permanentCondition == null || permanentCondition(permanent)) { return true; } } } return false; } bool CanUseCondition() { return true; } RushClass rush = CardEffectFactory.RushStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: false, card: card, condition: CanUseCondition); AddEffectToPlayer(effectDuration: effectDuration, card: card, cardEffect: rush, timing: EffectTiming.None); foreach (Permanent permanent in GManager.instance.turnStateMachine.gameContext.PermanentsForTurnPlayer) { if (PermanentCondition(permanent)) { yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent().CreateBuffEffect(permanent)); } } } #endregion }