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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using System.Linq;
- using UnityEngine;
- public partial class CardEffectFactory
- {
- #region Trigger effect of [Training]
- public static ActivateClass TrainingEffect(CardSource card)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Training", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, DataBase.TrainingEffectDiscription());
- bool CanUseCondition(Hashtable hashtable)
- {
- return true;
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanActivateSuspendCostEffect(card, true);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- Permanent thisPermanent = card.PermanentOfThisCard();
- yield return ContinuousController.instance.StartCoroutine(new SuspendPermanentsClass(
- new List<Permanent>() { thisPermanent },
- CardEffectCommons.CardEffectHashtable(activateClass)).Tap());
- if(card.Owner.LibraryCards.Count > 0)
- yield return ContinuousController.instance.StartCoroutine(thisPermanent.AddDigivolutionCardsBottom(
- new List<CardSource> { card.Owner.LibraryCards[0] }, activateClass, isFacedown: true));
- }
- return activateClass;
- }
- #endregion
- }
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