Collision.cs 1.1 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 Target 1 Digimon gains [Collision]
  9. public static IEnumerator GainCollision(Permanent targetPermanent, EffectDuration effectDuration, ICardEffect activateClass)
  10. {
  11. if (targetPermanent == null) yield break;
  12. if (!IsPermanentExistsOnBattleArea(targetPermanent)) yield break;
  13. if (activateClass == null) yield break;
  14. if (activateClass.EffectSourceCard == null) yield break;
  15. CardSource card = targetPermanent.TopCard;
  16. CollisionClass collision = PermanentEffectFactory.CollisionEffect(targetPermanent, activateClass);
  17. AddEffectToPermanent(targetPermanent: targetPermanent, effectDuration: effectDuration, card: card, cardEffect: collision, timing: EffectTiming.OnCounterTiming);
  18. if (!targetPermanent.TopCard.CanNotBeAffected(activateClass))
  19. {
  20. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().CreateBuffEffect(targetPermanent));
  21. }
  22. }
  23. #endregion
  24. }