using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Mulligan; public class OpponentMulliganView : MulliganViewBase { private bool _isUseExchangeMark; public OpponentMulliganView(MulliganInfoControl mulliganInfo, bool isUseExchangeMark) : base(mulliganInfo) { _isUseExchangeMark = isUseExchangeMark; } public override SequentialVfxPlayer MoveCardToStaticPosition(BattleCardBase card, int posIndex, bool isAbandon) { SequentialVfxPlayer sequentialVfxPlayer = base.MoveCardToStaticPosition(card, posIndex, isAbandon); sequentialVfxPlayer.Register(InstantVfx.Create(delegate { card.SetOnMove(move: false); if (_isUseExchangeMark && isAbandon) { m_MlgUI.SetExchangeMarkOpponent(posIndex, on: true); } })); return sequentialVfxPlayer; } protected override GameObject GetMulliganUIKeepZone() { return m_MlgUI.GetKeepZoneOpponent().gameObject; } protected override GameObject GetMulliganUIAbandonZone() { return m_MlgUI.GetAbandonZoneOpponent().gameObject; } public override void HideMulliganUIAbandonZone() { m_MlgUI.HideMulliganOpponentChangeUI(); } }