using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TcgEngine { /// /// Checks if its your turn /// [CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/RolledValue", order = 10)] public class ConditionRolled : ConditionData { [Header("Value Rolled is")] public ConditionOperatorInt oper; public int value; public override bool IsTriggerConditionMet(Game data, AbilityData ability, Card caster) { return CompareInt(data.rolled_value, oper, value); } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Player target) { return CompareInt(data.rolled_value, oper, value); } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Card target) { return CompareInt(data.rolled_value, oper, value); } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Slot target) { return CompareInt(data.rolled_value, oper, value); } } }