using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TcgEngine { /// /// SlotDist is the travel distance from the caster to the target /// Unlike SlotRange which is just checking each X,Y,P separately /// [CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/SlotDist", order = 11)] public class ConditionSlotDist : ConditionData { [Header("Slot Distance")] public int distance = 1; public bool diagonals; public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Card target) { return IsTargetConditionMet(data, ability, caster, target.slot); } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Slot target) { Slot cslot = caster.slot; if (diagonals) return cslot.IsInDistance(target, distance); return cslot.IsInDistanceStraight(target, distance); } } }