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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using System.Linq;
- using UnityEngine;
- public partial class CardEffectCommons
- {
- #region Player gains effect to ignore digivolution requirements and have digivolution cost fixed until calculatintg fixed cost
- public static Func<EffectTiming, ICardEffect> GainIgnoreDigivolutionRequirementPlayerEffect(Func<Permanent, bool> permanentCondition, Func<CardSource, bool> cardCondition, bool ignoreDigivolutionRequirement, int digivolutionCost, ICardEffect activateClass)
- {
- if (activateClass == null) return null;
- if (activateClass.EffectSourceCard == null) return null;
- CardSource card = activateClass.EffectSourceCard;
- bool PermanentCondition(Permanent permanent)
- {
- return permanentCondition == null || permanentCondition(permanent);
- }
- bool CardCondition(CardSource cardSource)
- {
- return cardCondition == null || cardCondition(cardSource);
- }
- AddDigivolutionRequirementClass addDigivolutionRequirementClass = CardEffectFactory.AddDigivolutionRequirementStaticEffect(
- permanentCondition: PermanentCondition,
- cardCondition: CardCondition,
- ignoreDigivolutionRequirement: ignoreDigivolutionRequirement,
- digivolutionCost: digivolutionCost,
- isInheritedEffect: false,
- card: card,
- condition: null,
- effectName: "Ignore Digivolution requirements and change digivolution cost");
- return GetCardEffectByEffectTiming(timing: EffectTiming.None, cardEffect: addDigivolutionRequirementClass);
- }
- #endregion
- }
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