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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 [Armor Purge]
- public static ActivateClass ArmorPurgeEffect(CardSource card)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Armor Purge", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, DataBase.ArmorPurgeEffectDiscription());
- activateClass.SetHashString($"ArmorPurge_{card.CardID}");
- bool CanUseCondition(Hashtable hashtable)
- {
- if (CardEffectCommons.IsExistOnBattleArea(card))
- {
- if (CardEffectCommons.CanTriggerWhenRemoveField(hashtable, card))
- {
- return true;
- }
- }
- return false;
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanActivateArmorPurge(card);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- return CardEffectCommons.ArmorPurgeProcess(card);
- }
- return activateClass;
- }
- #endregion
- }
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