using System.Collections; using System.Collections.Generic; using UnityEngine; using TcgEngine.AI; namespace TcgEngine { /// /// Condition that compares the target category of an ability to the actual target (card, player or slot) /// [CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/Player", order = 10)] public class ConditionTarget : ConditionData { [Header("Target is of type")] public ConditionTargetType type; public ConditionOperatorBool oper; public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Card target) { return CompareBool(type == ConditionTargetType.Card, oper); //Is Card } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Player target) { return CompareBool(type == ConditionTargetType.Player, oper); //Is Player } public override bool IsTargetConditionMet(Game data, AbilityData ability, Card caster, Slot target) { return CompareBool(type == ConditionTargetType.Slot, oper); //Is Player } } public enum ConditionTargetType { None = 0, Card = 10, Player = 20, Slot = 30, } }