using System.Collections; using System.Collections.Generic; using UnityEngine; public class MCardVampireFangs : MonsterCard { public MCardVampireFangs(BattleParticipant owner) : base(owner, MCardId.VampireFangs, "VampireFangs", 2, CardType.Attack, "Steals 2 HP from target.") { } public override IEnumerator Use(IBattleEffectApplier effectApplier, MonsterViewpoint monsterViewpoint) { BattleParticipant target = DetermineTarget(monsterViewpoint); DealDamageEffect damageEffect = new DealDamageEffect(target, 2); effectApplier.Apply(damageEffect); if (damageEffect.AmountDealt > 0) { HealEffect healEffect = new HealEffect(this.owner, damageEffect.AmountDealt); effectApplier.Apply(healEffect); } yield break; } private BattleParticipant DetermineTarget(MonsterViewpoint monsterViewpoint) { return monsterViewpoint.Heroes[0]; } }