using System.Collections; using System.Collections.Generic; using UnityEngine; public class CardScarring : BaseCard { public CardScarring(BattleParticipant owner) : base(owner, CardId.Scarring, "Scarring", 2, CardType.Skill, "Block 4 damage. The next time damage is taken until next turn, gain 1 Max HP.") { } public override IEnumerator Use(IBattleEffectApplier effectApplier, BattlePlayerControls playerControls) { effectApplier.Apply(new BlockEffect(this.owner, 4)); // TODO: Trigger only until end of turn. DamageTrigger trigger = new DamageTrigger( new List() {this.owner}, this.NotifyDamageDealt, TriggerExpiration.StartOfNextHeroTurn, TriggerRepetition.Once); effectApplier.Apply(new ArmDamageTriggerEffect(trigger)); yield break; } public void NotifyDamageDealt(IBattleEffectApplier effectApplier) { Debug.Log("NotifyDamageDealt "); IncreaseMaxHPEffect effect = new IncreaseMaxHPEffect(this.owner, 1); effectApplier.Apply(effect); } }