using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Trigger effect of [Ascension] on oneself public static ICardEffect AscensionSelfEffect(bool isInheritedEffect, CardSource card, Func condition, bool isLinkedEffect = false) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Ascension", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, DataBase.AscensionEffectDescription()); activateClass.SetIsInheritedEffect(isInheritedEffect); activateClass.SetIsLinkedEffect(isLinkedEffect); bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerAscension(hashtable, card, activateClass) && (condition == null || condition()); } bool CanActivateCondition(Hashtable hashtable) { return CardEffectCommons.CanActivateAscension(card, activateClass); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { return CardEffectCommons.AscensionProcess(_hashtable, activateClass, card); } return activateClass; } #endregion }