using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Trigger effect of [Armor Purge] public static ActivateClass ArmorPurgeEffect(CardSource card) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Armor Purge", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, DataBase.ArmorPurgeEffectDiscription()); activateClass.SetHashString($"ArmorPurge_{card.CardID}"); bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.CanTriggerWhenRemoveField(hashtable, card)) { return true; } } return false; } bool CanActivateCondition(Hashtable hashtable) { return CardEffectCommons.CanActivateArmorPurge(card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { return CardEffectCommons.ArmorPurgeProcess(card); } return activateClass; } #endregion }