Collision.cs 1.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System;
  4. using System.Linq;
  5. using UnityEngine;
  6. public partial class CardEffectFactory
  7. {
  8. #region Static effect of [Collision] on oneself
  9. public static CollisionClass CollisionSelfStaticEffect(bool isInheritedEffect, CardSource card, Func<bool> condition)
  10. {
  11. bool PermanentCondition(Permanent permanent) => permanent == card.PermanentOfThisCard();
  12. bool CanUseCondition()
  13. {
  14. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  15. {
  16. if (condition == null || condition())
  17. {
  18. return true;
  19. }
  20. }
  21. return false;
  22. }
  23. return CollisionStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: isInheritedEffect, card: card, condition: CanUseCondition);
  24. }
  25. #endregion
  26. #region Static effect of [Collision]
  27. public static CollisionClass CollisionStaticEffect(
  28. Func<Permanent, bool> permanentCondition,
  29. bool isInheritedEffect,
  30. CardSource card,
  31. Func<bool> condition)
  32. {
  33. CollisionClass collisionClass = new ();
  34. collisionClass.SetUpICardEffect("Collision", CanUseCondition, card);
  35. collisionClass.SetUpCollisionClass(PermanentCondition);
  36. collisionClass.SetIsInheritedEffect(isInheritedEffect);
  37. bool PermanentCondition(Permanent permanent)
  38. {
  39. if (CardEffectCommons.IsPermanentExistsOnBattleArea(permanent))
  40. {
  41. if (permanentCondition == null || permanentCondition(permanent))
  42. {
  43. return true;
  44. }
  45. }
  46. return false;
  47. }
  48. bool CanUseCondition(Hashtable hashtable)
  49. {
  50. return condition == null || condition();
  51. }
  52. return collisionClass;
  53. }
  54. #endregion
  55. }