using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Static effect that oneself can't be attacked public static CanNotAttackTargetDefendingPermanentClass CanNotBeAttackedSelfStaticEffect( Func attackerCondition, bool isInheritedEffect, CardSource card, Func condition, string effectName) { bool CanUseCondition() { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (condition == null || condition()) { return true; } } return false; } bool DefenderCondition(Permanent attacker) { if (CardEffectCommons.IsPermanentExistsOnBattleArea(attacker)) { if (attacker == card.PermanentOfThisCard()) { return true; } } return false; } return CanNotAttackStaticEffect( attackerCondition: attackerCondition, defenderCondition: DefenderCondition, isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition, effectName: effectName); } #endregion }