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37
Assets/TcgEngine/Scripts/Conditions/ConditionStatus.cs
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37
Assets/TcgEngine/Scripts/Conditions/ConditionStatus.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TcgEngine
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{
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//Checks if a player or card has a status effect
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[CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/CardStatus", order = 10)]
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public class ConditionStatus : ConditionData
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{
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[Header("Card has status")]
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public StatusType has_status;
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public int value = 0;
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public ConditionOperatorBool oper;
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public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Card target)
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{
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bool hstatus = target.HasStatus(has_status) && target.GetStatusValue(has_status) >= value;
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return CompareBool(hstatus, oper);
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}
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public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Player target)
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{
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bool hstatus = target.HasStatus(has_status) && target.GetStatusValue(has_status) >= value;
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return CompareBool(hstatus, oper);
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}
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public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Slot target)
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{
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Card card = data.GetSlotCard(target);
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if (card != null)
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return IsTargetConditionMet(data, ability, caster, card);
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return false;
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}
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}
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}
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