using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT1_107 : 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] Trigger . (Place the top card of your deck on top of your security stack.)"; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery()); } } if (timing == EffectTiming.SecuritySkill) { CardEffectCommons.AddActivateMainOptionSecurityEffect( card: card, cardEffects: ref cardEffects, effectName: $"Recovery +1 (Deck)"); } return cardEffects; } }