using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectCommons { #region Player gains effect to have Digimon can't reduce DP public static IEnumerator GainImmuneFromDPMinusPlayerEffect(Func permanentCondition, Func cardEffectCondition, EffectDuration effectDuration, ICardEffect activateClass, string effectName) { if (activateClass == null) yield break; if (activateClass.EffectSourceCard == null) yield break; CardSource card = activateClass.EffectSourceCard; bool PermanentCondition(Permanent attacker) { if (IsPermanentExistsOnBattleArea(attacker)) { if (!attacker.TopCard.CanNotBeAffected(activateClass)) { if (permanentCondition == null || permanentCondition(attacker)) { return true; } } } return false; } bool CanUseCondition() { return true; } ImmuneFromDPMinusClass immuneFromDPMinusClass = CardEffectFactory.ImmuneFromDPMinusStaticEffect( permanentCondition: PermanentCondition, cardEffectCondition: cardEffectCondition, isInheritedEffect: false, card: card, condition: CanUseCondition, effectName: effectName); AddEffectToPlayer(effectDuration: effectDuration, card: card, cardEffect: immuneFromDPMinusClass, timing: EffectTiming.None); foreach (Permanent permanent in GManager.instance.turnStateMachine.gameContext.PermanentsForTurnPlayer) { if (PermanentCondition(permanent)) { yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent().CreateBuffEffect(permanent)); } } } #endregion }