using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectCommons { #region Can activate [Blitz] public static bool CanActivateBlitz(CardSource cardSource, ICardEffect activateClass) { if (IsExistOnBattleArea(cardSource)) { if (cardSource.PermanentOfThisCard().CanAttack(activateClass)) { if (cardSource.Owner.Enemy.MemoryForPlayer >= 1) { if (!GManager.instance.attackProcess.IsAttacking) { return true; } } } } return false; } #endregion #region Effect process of [Blitz] public static IEnumerator BlitzProcess(CardSource cardSource, ICardEffect activateClass, Func beforeOnAttackCoroutine = null) { if (CanActivateBlitz(cardSource, activateClass)) { SelectAttackEffect selectAttackEffect = GManager.instance.GetComponent(); selectAttackEffect.SetUp( attacker: cardSource.PermanentOfThisCard(), canAttackPlayerCondition: () => true, defenderCondition: (permanent) => true, cardEffect: activateClass); selectAttackEffect.SetBeforeOnAttackCoroutine(beforeOnAttackCoroutine); yield return ContinuousController.instance.StartCoroutine(selectAttackEffect.Activate()); } } #endregion }