public bool isCardPlayable() { /* * Debug.Log("ME: " + cardName); * Debug.Log("Active char (" + (character != TurnMaster.Instance().activeCharacter()).ToString() + "): " + TurnMaster.Instance().activeCharacter()); * Debug.Log("character.activeBlock (" + (character.activeBlock == null).ToString() + "): " + character.activeBlock); * Debug.Log("Phase (" + (TurnMaster.currentPhase == Phase.Action).ToString() + "): " + TurnMaster.currentPhase); * Debug.Log("Subphase (" + (TurnMaster.subphaseAction == SubphaseAction.WaitingForDefenseResponse).ToString() + "): " + TurnMaster.subphaseAction); * Debug.Log("playableInCurrentPhase: " + playableInCurrentPhase()); */ bool playablity = playableNow() && character.actions > 0 && character.energy >= getEnergyPlayCost() && character.focus >= getFocusPlayCost() && (!requireFreeHand || (requireFreeHand && character.getIfFreeHand())); cardBase.setGlow(playablity); return(playablity); }