using System.Collections; using System.Collections.Generic; using System; using System.Linq; using UnityEngine; public partial class CardEffectFactory { #region Static effect of [Reboot] on oneself public static RebootClass RebootSelfStaticEffect(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 RebootStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition); } #endregion #region Static effect of [Reboot] public static RebootClass RebootStaticEffect(Func permanentCondition, bool isInheritedEffect, CardSource card, Func condition) { string effectName = "Reboot"; RebootClass rebootClass = new RebootClass(); rebootClass.SetUpICardEffect(effectName, CanUseCondition, card); rebootClass.SetUpRebootClass(PermanentCondition: PermanentCondition); if (isInheritedEffect) { rebootClass.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 rebootClass; } #endregion }