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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using System.Linq;
- using UnityEngine;
- public partial class CardEffectCommons
- {
- #region Can trigger "When this hand card is trashed due to effect" effect
- public static bool CanTriggerOnTrashSelfHand(Hashtable hashtable, Func<ICardEffect, bool> cardEffectCondition, CardSource card)
- {
- return CanTriggerOnTrashHand(hashtable, cardEffectCondition, cardSource => cardSource == card);
- }
- #endregion
- #region Can trigger "When hand card is trashed due to effect" effect
- public static bool CanTriggerOnTrashHand(Hashtable hashtable, Func<ICardEffect, bool> cardEffectCondition, Func<CardSource, bool> cardCondition)
- {
- ICardEffect CardEffect = GetCardEffectFromHashtable(hashtable);
- if (CardEffect != null)
- {
- if (cardEffectCondition == null || cardEffectCondition(CardEffect))
- {
- List<CardSource> DiscardedCards = GetDiscardedCardsFromHashtable(hashtable);
- if (DiscardedCards != null)
- {
- if (DiscardedCards.Count(cardSource => cardCondition == null || cardCondition(cardSource)) >= 1)
- {
- return true;
- }
- }
- }
- }
- return false;
- }
- #endregion
- }
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