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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using System.Linq;
- using UnityEngine;
- public partial class CardEffectCommons
- {
- #region Can activate [Collision]
- public static bool CanActivateCollision(CardSource cardSource)
- {
- if (IsExistOnBattleArea(cardSource))
- {
- if (cardSource.Owner.Enemy.GetBattleAreaDigimons().Count >= 1)
- {
- if (GManager.instance.attackProcess.IsAttacking)
- {
- return true;
- }
- }
- }
- return false;
- }
- #endregion
- #region Effect process of [Collision]
- public static IEnumerator CollisionProcess(CardSource cardSource, ICardEffect activateClass, Func<IEnumerator> beforeOnAttackCoroutine = null)
- {
- List<Permanent> enemyDigimons = cardSource.Owner.Enemy.GetBattleAreaDigimons();
- if (CanActivateCollision(cardSource))
- {
- foreach (Permanent enemyDigimon in enemyDigimons)
- {
- if (enemyDigimon.TopCard.CanNotBeAffected(activateClass))
- continue;
- yield return ContinuousController.instance.StartCoroutine(GainBlocker(
- targetPermanent: enemyDigimon,
- effectDuration: EffectDuration.UntilEndAttack,
- activateClass: activateClass));
- }
-
- if(HasMatchConditionOpponentsPermanent(cardSource,permanent => permanent.HasBlocker))
- GManager.instance.attackProcess.IsBlocking = true;
- }
- }
- #endregion
- }
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