TreatAsDigimon.cs 1.3 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 treat as Digimon
  9. public static TreatAsDigimonClass TreatAsDigimonStaticEffect(Func<Permanent, bool> permanentCondition, bool isInheritedEffect, CardSource card, Func<bool> condition)
  10. {
  11. string effectName = "Also treat as Digimon";
  12. TreatAsDigimonClass treatAsDigimonClass = new TreatAsDigimonClass();
  13. treatAsDigimonClass.SetUpICardEffect(effectName, CanUseCondition, card);
  14. treatAsDigimonClass.SetUpTreatAsDigimonClass(permanentCondition: PermanentCondition);
  15. if (isInheritedEffect)
  16. {
  17. treatAsDigimonClass.SetIsInheritedEffect(true);
  18. }
  19. bool CanUseCondition(Hashtable hashtable)
  20. {
  21. return condition == null || condition();
  22. }
  23. bool PermanentCondition(Permanent permanent)
  24. {
  25. if (CardEffectCommons.IsPermanentExistsOnBattleArea(permanent))
  26. {
  27. if (permanentCondition == null || permanentCondition(permanent))
  28. {
  29. return true;
  30. }
  31. }
  32. return false;
  33. }
  34. return treatAsDigimonClass;
  35. }
  36. #endregion
  37. }