IgnoreDigivolutionRequirement.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 Player gains effect to ignore digivolution requirements and have digivolution cost fixed until calculatintg fixed cost
  9. public static Func<EffectTiming, ICardEffect> GainIgnoreDigivolutionRequirementPlayerEffect(Func<Permanent, bool> permanentCondition, Func<CardSource, bool> cardCondition, bool ignoreDigivolutionRequirement, int digivolutionCost, ICardEffect activateClass)
  10. {
  11. if (activateClass == null) return null;
  12. if (activateClass.EffectSourceCard == null) return null;
  13. CardSource card = activateClass.EffectSourceCard;
  14. bool PermanentCondition(Permanent permanent)
  15. {
  16. return permanentCondition == null || permanentCondition(permanent);
  17. }
  18. bool CardCondition(CardSource cardSource)
  19. {
  20. return cardCondition == null || cardCondition(cardSource);
  21. }
  22. AddDigivolutionRequirementClass addDigivolutionRequirementClass = CardEffectFactory.AddDigivolutionRequirementStaticEffect(
  23. permanentCondition: PermanentCondition,
  24. cardCondition: CardCondition,
  25. ignoreDigivolutionRequirement: ignoreDigivolutionRequirement,
  26. digivolutionCost: digivolutionCost,
  27. isInheritedEffect: false,
  28. card: card,
  29. condition: null,
  30. effectName: "Ignore Digivolution requirements and change digivolution cost");
  31. return GetCardEffectByEffectTiming(timing: EffectTiming.None, cardEffect: addDigivolutionRequirementClass);
  32. }
  33. #endregion
  34. }