using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectCommons { #region Player gains effect to ignore digivolution requirements and have digivolution cost fixed until calculatintg fixed cost public static Func GainIgnoreDigivolutionRequirementPlayerEffect(Func permanentCondition, Func cardCondition, bool ignoreDigivolutionRequirement, int digivolutionCost, ICardEffect activateClass) { if (activateClass == null) return null; if (activateClass.EffectSourceCard == null) return null; CardSource card = activateClass.EffectSourceCard; bool PermanentCondition(Permanent permanent) { return permanentCondition == null || permanentCondition(permanent); } bool CardCondition(CardSource cardSource) { return cardCondition == null || cardCondition(cardSource); } AddDigivolutionRequirementClass addDigivolutionRequirementClass = CardEffectFactory.AddDigivolutionRequirementStaticEffect( permanentCondition: PermanentCondition, cardCondition: CardCondition, ignoreDigivolutionRequirement: ignoreDigivolutionRequirement, digivolutionCost: digivolutionCost, isInheritedEffect: false, card: card, condition: null, effectName: "Ignore Digivolution requirements and change digivolution cost"); return GetCardEffectByEffectTiming(timing: EffectTiming.None, cardEffect: addDigivolutionRequirementClass); } #endregion }