ImmuneFromDPMinus.cs 2.0 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 CardEffectCommons
  7. {
  8. #region Player gains effect to have Digimon can't reduce DP
  9. public static IEnumerator GainImmuneFromDPMinusPlayerEffect(Func<Permanent, bool> permanentCondition, Func<ICardEffect, bool> cardEffectCondition, EffectDuration effectDuration, ICardEffect activateClass, string effectName)
  10. {
  11. if (activateClass == null) yield break;
  12. if (activateClass.EffectSourceCard == null) yield break;
  13. CardSource card = activateClass.EffectSourceCard;
  14. bool PermanentCondition(Permanent attacker)
  15. {
  16. if (IsPermanentExistsOnBattleArea(attacker))
  17. {
  18. if (!attacker.TopCard.CanNotBeAffected(activateClass))
  19. {
  20. if (permanentCondition == null || permanentCondition(attacker))
  21. {
  22. return true;
  23. }
  24. }
  25. }
  26. return false;
  27. }
  28. bool CanUseCondition()
  29. {
  30. return true;
  31. }
  32. ImmuneFromDPMinusClass immuneFromDPMinusClass = CardEffectFactory.ImmuneFromDPMinusStaticEffect(
  33. permanentCondition: PermanentCondition,
  34. cardEffectCondition: cardEffectCondition,
  35. isInheritedEffect: false,
  36. card: card,
  37. condition: CanUseCondition,
  38. effectName: effectName);
  39. AddEffectToPlayer(effectDuration: effectDuration, card: card, cardEffect: immuneFromDPMinusClass, timing: EffectTiming.None);
  40. foreach (Permanent permanent in GManager.instance.turnStateMachine.gameContext.PermanentsForTurnPlayer)
  41. {
  42. if (PermanentCondition(permanent))
  43. {
  44. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().CreateBuffEffect(permanent));
  45. }
  46. }
  47. }
  48. #endregion
  49. }