Collision.cs 1.6 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 [Collision]
  9. public static bool CanActivateCollision(CardSource cardSource)
  10. {
  11. if (IsExistOnBattleArea(cardSource))
  12. {
  13. if (cardSource.Owner.Enemy.GetBattleAreaDigimons().Count >= 1)
  14. {
  15. if (GManager.instance.attackProcess.IsAttacking)
  16. {
  17. return true;
  18. }
  19. }
  20. }
  21. return false;
  22. }
  23. #endregion
  24. #region Effect process of [Collision]
  25. public static IEnumerator CollisionProcess(CardSource cardSource, ICardEffect activateClass, Func<IEnumerator> beforeOnAttackCoroutine = null)
  26. {
  27. List<Permanent> enemyDigimons = cardSource.Owner.Enemy.GetBattleAreaDigimons();
  28. if (CanActivateCollision(cardSource))
  29. {
  30. foreach (Permanent enemyDigimon in enemyDigimons)
  31. {
  32. if (enemyDigimon.TopCard.CanNotBeAffected(activateClass))
  33. continue;
  34. yield return ContinuousController.instance.StartCoroutine(GainBlocker(
  35. targetPermanent: enemyDigimon,
  36. effectDuration: EffectDuration.UntilEndAttack,
  37. activateClass: activateClass));
  38. }
  39. if(HasMatchConditionOpponentsPermanent(cardSource,permanent => permanent.HasBlocker))
  40. GManager.instance.attackProcess.IsBlocking = true;
  41. }
  42. }
  43. #endregion
  44. }