using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class P_122 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnEnterFieldAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Add 1 card from security to hand", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[On Play] Search your security stack. You may add 1 yellow/black card with 2 or more colors among them to the hand. If you did, (Place the top card of your deck on top of your security stack). Then, shuffle your security stack."; } bool CanSelectCardCondition(CardSource cardSource) { return (cardSource.CardColors.Count >= 2 && (cardSource.CardColors.Contains(CardColor.Yellow) || cardSource.CardColors.Contains(CardColor.Black))) || (cardSource.DualCardColors.Count >= 2 && (cardSource.DualCardColors.Contains(CardColor.Yellow) || cardSource.DualCardColors.Contains(CardColor.Black))); } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnPlay(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (card.Owner.SecurityCards.Count >= 1) { return true; } } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { int maxCount = Math.Min(1, card.Owner.SecurityCards.Count(CanSelectCardCondition)); CardSource selectedCard = null; SelectCardEffect selectCardEffect = GManager.instance.GetComponent(); selectCardEffect.SetUp( canTargetCondition: CanSelectCardCondition, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, canNoSelect: () => true, selectCardCoroutine: null, afterSelectCardCoroutine: AfterSelectCardCoroutine, message: "Select 1 card to add to your hand.", maxCount: maxCount, canEndNotMax: false, isShowOpponent: true, mode: SelectCardEffect.Mode.AddHand, root: SelectCardEffect.Root.Security, customRootCardList: null, canLookReverseCard: true, selectPlayer: card.Owner, cardEffect: activateClass); yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate()); IEnumerator AfterSelectCardCoroutine(List cardSources) { foreach (CardSource cardSource in cardSources) { selectedCard = cardSource; } if (cardSources.Count >= 1) { yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity( player: card.Owner, refSkillInfos: ref ContinuousController.instance.nullSkillInfos, activateClass).ReduceSecurity()); } yield return null; } if (selectedCard != null) { yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery()); } ContinuousController.instance.PlaySE(GManager.instance.ShuffleSE); card.Owner.SecurityCards = RandomUtility.ShuffledDeckCards(card.Owner.SecurityCards); } } if (timing == EffectTiming.None) { bool CardCondition(CardSource cardSource) { return cardSource.Owner == card.Owner.Enemy; } bool Condition() { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOwnerTurn(card)) { return true; } } return false; } cardEffects.Add(CardEffectFactory.ChangeSecurityDigimonCardDPStaticEffect( cardCondition: CardCondition, changeValue: -2000, isInheritedEffect: true, card: card, condition: Condition, effectName: "Opponent's Security Digimon gains DP -2000")); } return cardEffects; } }