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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 [Save]
- public static ActivateClass SaveEffect(CardSource card)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Save", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, DataBase.SaveEffectDiscription());
- bool CanSelectPermanentCondition(Permanent permanent)
- {
- if (CardEffectCommons.IsPermanentExistsOnOwnerBattleArea(permanent, card))
- {
- if (permanent.IsTamer)
- {
- if (!permanent.IsToken)
- {
- return true;
- }
- }
- }
- return false;
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnDeletion(hashtable, card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanActivateSave(hashtable, CanSelectPermanentCondition);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- return CardEffectCommons.SaveProcess(_hashtable, activateClass, card, CanSelectPermanentCondition);
- }
- return activateClass;
- }
- #endregion
- }
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