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 ActivateClass CollisionSelfStaticEffect(bool isInheritedEffect, CardSource card, Func condition) { Permanent targetPermanent = card.PermanentOfThisCard(); bool CanUseCondition() { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (card.Owner.Enemy.GetBattleAreaDigimons().Count() > 0) { if (condition == null || condition()) { return true; } } } return false; } return CollisionStaticEffect(isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition); } #endregion #region Static effect of [Collision] public static ActivateClass CollisionStaticEffect( bool isInheritedEffect, CardSource card, Func condition) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Collision", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); activateClass.SetIsInheritedEffect(isInheritedEffect); string EffectDiscription() { return DataBase.CollisionEffectDiscription(); } bool CanUseCondition(Hashtable hashtable) { if(CardEffectCommons.CanTriggerOnAttack(hashtable, card)) { if (condition == null || condition()) { return true; } } return false; } bool CanActivateCondition(Hashtable hashtable) { return true; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { return CardEffectCommons.CollisionProcess(card, activateClass); } return activateClass; } #endregion }