using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class P_067 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.SecuritySkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Draw 2 and add this card to hand", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); activateClass.SetIsSecurityEffect(true); cardEffects.Add(activateClass); string EffectDiscription() { return "[Security] At the end of the battle, . (Draw 2 cards from your deck.) Then, add this card to its owner's hand."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerSecurityEffect(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnExecutingArea(card)) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return null; ContinuousController.instance.PlaySE(GManager.instance.GetComponent().BuffSE); ActivateClass activateClass1 = new ActivateClass(); activateClass1.SetUpICardEffect("Draw 2 and add this card to hand", CanUseCondition1, card); activateClass1.SetUpActivateClass(CanActivateCondition1, ActivateCoroutine1, -1, false, EffectDiscription1()); card.Owner.UntilEndBattleEffects.Add(GetCardEffect1); string EffectDiscription1() { return ". (Draw 2 cards from your deck.) Then, add this card to its owner's hand."; } bool CanUseCondition1(Hashtable hashtable) { return true; } bool CanActivateCondition1(Hashtable hashtable) { return true; } IEnumerator ActivateCoroutine1(Hashtable _hashtable1) { yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 2, activateClass).Draw()); if (card.Owner.ExecutingCards.Contains(card)) { yield return ContinuousController.instance.StartCoroutine(card.Owner.brainStormObject.CloseBrainstrorm(card)); yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddHandCards(new List() { card }, false, activateClass)); } } ICardEffect GetCardEffect1(EffectTiming _timing) { if (_timing == EffectTiming.OnEndBattle) { return activateClass1; } return null; } } } return cardEffects; } }