using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT5_030 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.None) { bool Condition() { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOpponentTurn(card)) { return true; } } return false; } cardEffects.Add(CardEffectFactory.CanNotBeAttackedSelfStaticEffect( attackerCondition: null, isInheritedEffect: false, card: card, condition: Condition, effectName: "Can't be Attacked" )); } return cardEffects; } }