CanNotBeAttacked.cs 1.4 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 CardEffectFactory
  7. {
  8. #region Static effect that oneself can't be attacked
  9. public static CanNotAttackTargetDefendingPermanentClass CanNotBeAttackedSelfStaticEffect(
  10. Func<Permanent, bool> attackerCondition,
  11. bool isInheritedEffect,
  12. CardSource card,
  13. Func<bool> condition,
  14. string effectName)
  15. {
  16. bool CanUseCondition()
  17. {
  18. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  19. {
  20. if (condition == null || condition())
  21. {
  22. return true;
  23. }
  24. }
  25. return false;
  26. }
  27. bool DefenderCondition(Permanent attacker)
  28. {
  29. if (CardEffectCommons.IsPermanentExistsOnBattleArea(attacker))
  30. {
  31. if (attacker == card.PermanentOfThisCard())
  32. {
  33. return true;
  34. }
  35. }
  36. return false;
  37. }
  38. return CanNotAttackStaticEffect(
  39. attackerCondition: attackerCondition,
  40. defenderCondition: DefenderCondition,
  41. isInheritedEffect: isInheritedEffect,
  42. card: card,
  43. condition: CanUseCondition,
  44. effectName: effectName);
  45. }
  46. #endregion
  47. }