using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Static effect of [Collision] on oneself public static CollisionClass CollisionSelfStaticEffect(bool isInheritedEffect, CardSource card, Func condition) { bool PermanentCondition(Permanent permanent) => permanent == card.PermanentOfThisCard(); bool CanUseCondition() { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (condition == null || condition()) { return true; } } return false; } return CollisionStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition); } #endregion #region Static effect of [Collision] public static CollisionClass CollisionStaticEffect( Func permanentCondition, bool isInheritedEffect, CardSource card, Func condition) { CollisionClass collisionClass = new (); collisionClass.SetUpICardEffect("Collision", CanUseCondition, card); collisionClass.SetUpCollisionClass(PermanentCondition); collisionClass.SetIsInheritedEffect(isInheritedEffect); bool PermanentCondition(Permanent permanent) { if (CardEffectCommons.IsPermanentExistsOnBattleArea(permanent)) { if (permanentCondition == null || permanentCondition(permanent)) { return true; } } return false; } bool CanUseCondition(Hashtable hashtable) { return condition == null || condition(); } return collisionClass; } #endregion }