using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Static effect that can't be trashed by effect public static ImmuneStackTrashingClass CanNotBeTrashedBySkillStaticEffect(Func permanentCondition, Func cardEffectCondition, bool isInheritedEffect, CardSource card, Func condition, string effectName) { ImmuneStackTrashingClass canNotBeTrashedBySkillClass = new ImmuneStackTrashingClass(); canNotBeTrashedBySkillClass.SetUpICardEffect(effectName, CanUseCondition, card); canNotBeTrashedBySkillClass.SetUpImmuneFromStackTrashingClass(PermanentCondition, CardEffectCondition); if (isInheritedEffect) { canNotBeTrashedBySkillClass.SetIsInheritedEffect(true); } bool CanUseCondition(Hashtable hashtable) { return condition == null || condition(); } bool PermanentCondition(Permanent permanent) { if (CardEffectCommons.IsPermanentExistsOnBattleArea(permanent)) { if (!permanent.TopCard.CanNotBeAffected(canNotBeTrashedBySkillClass)) { if (permanentCondition == null || permanentCondition(permanent)) { return true; } } } return false; } bool CardEffectCondition(ICardEffect cardEffect) { if (cardEffectCondition == null || cardEffectCondition(cardEffect)) { return true; } return false; } return canNotBeTrashedBySkillClass; } #endregion }