Blitz.cs 1.5 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 CardEffectCommons
  7. {
  8. #region Can activate [Blitz]
  9. public static bool CanActivateBlitz(CardSource cardSource, ICardEffect activateClass)
  10. {
  11. if (IsExistOnBattleArea(cardSource))
  12. {
  13. if (cardSource.PermanentOfThisCard().CanAttack(activateClass))
  14. {
  15. if (cardSource.Owner.Enemy.MemoryForPlayer >= 1)
  16. {
  17. if (!GManager.instance.attackProcess.IsAttacking)
  18. {
  19. return true;
  20. }
  21. }
  22. }
  23. }
  24. return false;
  25. }
  26. #endregion
  27. #region Effect process of [Blitz]
  28. public static IEnumerator BlitzProcess(CardSource cardSource, ICardEffect activateClass, Func<IEnumerator> beforeOnAttackCoroutine = null)
  29. {
  30. if (CanActivateBlitz(cardSource, activateClass))
  31. {
  32. SelectAttackEffect selectAttackEffect = GManager.instance.GetComponent<SelectAttackEffect>();
  33. selectAttackEffect.SetUp(
  34. attacker: cardSource.PermanentOfThisCard(),
  35. canAttackPlayerCondition: () => true,
  36. defenderCondition: (permanent) => true,
  37. cardEffect: activateClass);
  38. selectAttackEffect.SetBeforeOnAttackCoroutine(beforeOnAttackCoroutine);
  39. yield return ContinuousController.instance.StartCoroutine(selectAttackEffect.Activate());
  40. }
  41. }
  42. #endregion
  43. }