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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System;
- public class ActivateClass : ICardEffect, ActivateICardEffect
- {
- public Permanent PermanentWhenTriggered { get; set; } = null;
- public CardSource TopCardWhenTriggered { get; set; } = null;
- Func<Hashtable, IEnumerator> _activateCoroutine { get; set; } = null;
- public void SetUpActivateClass(Func<Hashtable, bool> canActivateCondition,
- Func<Hashtable, IEnumerator> activateCoroutine,
- int maxCountPerTurn,
- bool isOptional,
- string effectDiscription)
- {
- SetCanActivateCondition(canActivateCondition);
- SetMaxCountPerTurn(maxCountPerTurn);
- SetIsOptional(isOptional);
- SetEffectDiscription(DataBase.ReplaceToASCII(effectDiscription));
- _activateCoroutine = activateCoroutine;
- }
- public IEnumerator Activate(Hashtable hashtable)
- {
- if (_activateCoroutine != null)
- {
- yield return ContinuousController.instance.StartCoroutine(_activateCoroutine(hashtable));
- }
- }
- }
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