using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class P_035 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OptionSkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect(card.BaseENGCardNameFromEntity, CanUseCondition, card); activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[Main] Reveal the top 4 cards of your deck. Add 1 red Digimon card among them to your hand. Place the remaining cards at the bottom of your deck in any order. Then, place this card in your battle area."; } bool CanSelectCardCondition(CardSource cardSource) { if (cardSource.IsDigimon) { if (cardSource.HasCardColor(CardColor.Red)) { return true; } } return false; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.SimplifiedRevealDeckTopCardsAndSelect( revealCount: 4, simplifiedSelectCardConditions: new SimplifiedSelectCardConditionClass[] { new SimplifiedSelectCardConditionClass( canTargetCondition:CanSelectCardCondition, message: "Select 1 red Digimon card.", mode: SelectCardEffect.Mode.AddHand, maxCount: 1, selectCardCoroutine: null), }, remainingCardsPlace: RemainingCardsPlace.DeckBottom, activateClass: activateClass )); yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: card, cardEffect: activateClass)); } } if (timing == EffectTiming.OnDeclaration) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Memory +2", CanUseCondition, card); activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[Main] (Trash this card in your battle area to activate the effect below. You can't activate this effect the turn this card enters play.) - Gain 2 memory."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanDeclareOptionDelayEffect(card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.DeletePeremanentAndProcessAccordingToResult(targetPermanents: new List() { card.PermanentOfThisCard() }, activateClass: activateClass, successProcess: permanents => SuccessProcess(), failureProcess: null)); IEnumerator SuccessProcess() { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(2, activateClass)); } } } if (timing == EffectTiming.SecuritySkill) { cardEffects.Add(CardEffectFactory.PlaceSelfDelayOptionSecurityEffect(card)); } return cardEffects; } }