public RepeatForSpentCondition(CardActionsData effect) => _effect = effect;
public void OnEnable() { _target = (CardActionsData)target; }
public CardReactionSequence(ReactiveMember source, ReactiveTargetScope s, CardActionsData actions) { reactor = source; scope = s; cardActions = actions; }
public TargetIsBelowPercentageLifeCondition(float percentage, CardActionsData effect) { _percentage = percentage; _effect = effect; }
public TargetSufferedDamageCondition(CardActionsData effect) => _effect = effect;
public PerformerHasResourceCondition(int amount, string resource, CardActionsData effect) { _amount = amount; _resource = resource; _effect = effect; }