using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Static effect of [Iceclad] on oneself public static IcecladClass IcecladSelfStaticEffect(bool isInheritedEffect, CardSource card, Func condition) { bool PermanentCondition(Permanent permanent) => permanent == card.PermanentOfThisCard(); bool CanUseCondition() { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (condition == null || condition()) { return true; } } return false; } return IcecladStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition); } #endregion #region Static effect of [Iceclad] public static IcecladClass IcecladStaticEffect(Func permanentCondition, bool isInheritedEffect, CardSource card, Func condition) { string effectName = "Iceclad"; IcecladClass icecladClass = new IcecladClass(); icecladClass.SetUpICardEffect(effectName, CanUseCondition, card); icecladClass.SetUpIcecladClass(PermanentCondition: PermanentCondition); if (isInheritedEffect) { icecladClass.SetIsInheritedEffect(true); } bool CanUseCondition(Hashtable hashtable) { return condition == null || condition(); } bool PermanentCondition(Permanent permanent) { if (CardEffectCommons.IsPermanentExistsOnBattleArea(permanent)) { if (permanentCondition == null || permanentCondition(permanent)) { return true; } } return false; } return icecladClass; } #endregion }