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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using System.Linq;
- using UnityEngine;
- public partial class CardEffectFactory
- {
- #region Trigger effect of [Ascension] on oneself
- public static ICardEffect AscensionSelfEffect(bool isInheritedEffect, CardSource card, Func<bool> condition, bool isLinkedEffect = false)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Ascension", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, DataBase.AscensionEffectDescription());
- activateClass.SetIsInheritedEffect(isInheritedEffect);
- activateClass.SetIsLinkedEffect(isLinkedEffect);
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerAscension(hashtable, card)
- && (condition == null || condition());
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanActivateAscension(hashtable, card);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- return CardEffectCommons.AscensionProcess(_hashtable, activateClass, card);
- }
- return activateClass;
- }
- #endregion
- }
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