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Fix non-main effects appearing in hand main list

hooperk 3 months ago
parent
commit
4404208c91

+ 1 - 1
Assets/Scripts/Script/CheckCardPanel.cs

@@ -311,7 +311,7 @@ public class CheckCardPanel : MonoBehaviour
                 List<ICardEffect> cardEffects = new List<ICardEffect>();
                 List<ICardEffect> cardEffects1 = new List<ICardEffect>();
 
-                foreach (ICardEffect cardEffect in handCard.cardSource.EffectList(EffectTiming.OnDeclaration))
+                foreach (ICardEffect cardEffect in handCard.cardSource.CanDeclareSkillList)
                 {
                     cardEffects1.Add(cardEffect);
                     cardEffects.Add(cardEffect);

+ 3 - 3
Assets/Scripts/Script/TurnStateMachine.cs

@@ -2919,7 +2919,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
                             List<ICardEffect> cardEffects = new List<ICardEffect>();
                             List<ICardEffect> cardEffects1 = new List<ICardEffect>();
 
-                            foreach (ICardEffect cardEffect in handCard.cardSource.EffectList(EffectTiming.OnDeclaration))
+                            foreach (ICardEffect cardEffect in handCard.cardSource.CanDeclareSkillList)
                             {
                                 cardEffects1.Add(cardEffect);
                                 cardEffects.Add(cardEffect);
@@ -3190,9 +3190,9 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
 
         CardSource UseSkillCard = gameContext.ActiveCardList[cardIndex];
 
-        if (0 <= skillIndex && skillIndex < UseSkillCard.EffectList(EffectTiming.OnDeclaration).Count)
+        if (0 <= skillIndex && skillIndex < UseSkillCard.CanDeclareSkillList.Count)
         {
-            this.UseCardEffect = UseSkillCard.EffectList(EffectTiming.OnDeclaration)[skillIndex];
+            this.UseCardEffect = UseSkillCard.CanDeclareSkillList[skillIndex];
         }
     }
     #endregion