Training.cs 1.5 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 Trigger effect of [Training]
  9. public static ActivateClass TrainingEffect(CardSource card)
  10. {
  11. ActivateClass activateClass = new ActivateClass();
  12. activateClass.SetUpICardEffect("Training", CanUseCondition, card);
  13. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, DataBase.TrainingEffectDiscription());
  14. bool CanUseCondition(Hashtable hashtable)
  15. {
  16. return true;
  17. }
  18. bool CanActivateCondition(Hashtable hashtable)
  19. {
  20. return CardEffectCommons.CanActivateSuspendCostEffect(card, true);
  21. }
  22. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  23. {
  24. Permanent thisPermanent = card.PermanentOfThisCard();
  25. yield return ContinuousController.instance.StartCoroutine(new SuspendPermanentsClass(
  26. new List<Permanent>() { thisPermanent },
  27. CardEffectCommons.CardEffectHashtable(activateClass)).Tap());
  28. if(card.Owner.LibraryCards.Count > 0)
  29. yield return ContinuousController.instance.StartCoroutine(thisPermanent.AddDigivolutionCardsBottom(
  30. new List<CardSource> { card.Owner.LibraryCards[0] }, activateClass, isFacedown: true));
  31. }
  32. return activateClass;
  33. }
  34. #endregion
  35. }