using System.Collections; using System.Collections.Generic; using System; namespace DCGO.CardEffects.BT19 { public class BT19_098 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); #region Ignore Color Requirements if (timing == EffectTiming.None) { IgnoreColorConditionClass ignoreColorConditionClass = new IgnoreColorConditionClass(); ignoreColorConditionClass.SetUpICardEffect("Ignore color requirements", CanUseCondition, card); ignoreColorConditionClass.SetUpIgnoreColorConditionClass(cardCondition: CardCondition); cardEffects.Add(ignoreColorConditionClass); bool CanUseCondition(Hashtable hashtable) { return !CardEffectCommons.HasMatchConditionOwnersPermanent(card, (permanent) => permanent.TopCard.EqualsCardName("King Device")); } bool CardCondition(CardSource cardSource) { return (cardSource == card); } } #endregion #region When Trashed from battle area if (timing == EffectTiming.OnDestroyedAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("place 1 [Device] trait Option card from trash to battle area", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDescription()); cardEffects.Add(activateClass); string EffectDescription() { return "When this card is trashed in your battle area, place 1 [Device] trait Option card with cost of 3 from your trash to the battle area."; } bool IsPlayableDevice(CardSource cardSource) { return cardSource.IsOption && cardSource.EqualsTraits("Device") && cardSource.GetCostItself == 3; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnDeletion(hashtable, card, activateClass); } bool CanActivateCondition(Hashtable hashtable) { return CardEffectCommons.CanActivateOnDeletion(card, activateClass) && CardEffectCommons.HasMatchConditionOwnersCardInTrash(card, IsPlayableDevice); } IEnumerator ActivateCoroutine(Hashtable hashtable) { CardSource selectedCard = null; SelectCardEffect selectCardEffect = GManager.instance.GetComponent(); selectCardEffect.SetUp( canTargetCondition: IsPlayableDevice, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, canNoSelect: () => true, selectCardCoroutine: SelectCardCoroutine, afterSelectCardCoroutine: null, message: "Select 1 card to place in battle area.", maxCount: 1, canEndNotMax: false, isShowOpponent: true, mode: SelectCardEffect.Mode.Custom, root: SelectCardEffect.Root.Trash, customRootCardList: null, canLookReverseCard: true, selectPlayer: card.Owner, cardEffect: activateClass); selectCardEffect.SetUpCustomMessage( "Select 1 card to place in battle area.", "The opponent is selecting 1 card to place in battle area."); selectCardEffect.SetUpCustomMessage_ShowCard("Place in battle area"); yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate()); IEnumerator SelectCardCoroutine(CardSource cardSource) { selectedCard = cardSource; yield return null; } if(selectedCard != null) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: selectedCard, cardEffect: activateClass)); } } } #endregion #region Main if (timing == EffectTiming.OptionSkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Place 1 [Device] trait Option card from trash in battle area, then place this card in battle area", CanUseCondition, card); activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDescription()); cardEffects.Add(activateClass); string EffectDescription() { return "[Main] Place 1 [Device] trait Option card with cost of 3 from your trash to the battle area. Then, place this card in the battle area."; } bool IsPlayableDevice(CardSource cardSource) { return cardSource.IsOption && cardSource.EqualsTraits("Device") && cardSource.GetCostItself == 3; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable hashtable) { CardSource selectedCard = null; SelectCardEffect selectCardEffect = GManager.instance.GetComponent(); selectCardEffect.SetUp( canTargetCondition: IsPlayableDevice, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, canNoSelect: () => true, selectCardCoroutine: SelectCardCoroutine, afterSelectCardCoroutine: null, message: "Select 1 card to place in battle area.", maxCount: 1, canEndNotMax: false, isShowOpponent: true, mode: SelectCardEffect.Mode.Custom, root: SelectCardEffect.Root.Trash, customRootCardList: null, canLookReverseCard: true, selectPlayer: card.Owner, cardEffect: activateClass); selectCardEffect.SetUpCustomMessage( "Select 1 card to place in battle area.", "The opponent is selecting 1 card to place in battle area."); selectCardEffect.SetUpCustomMessage_ShowCard("Place in battle area"); yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate()); IEnumerator SelectCardCoroutine(CardSource cardSource) { selectedCard = cardSource; yield return null; } if(selectedCard != null) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: selectedCard, cardEffect: activateClass)); } yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: card, cardEffect: activateClass)); } } #endregion #region Security Effect if (timing == EffectTiming.SecuritySkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect($"Place 1 Device trait option from your hand into the battle area, then add to hand.", CanUseCondition, card); activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDescription()); activateClass.SetIsSecurityEffect(true); cardEffects.Add(activateClass); string EffectDescription() { return "[Security] You may place 1 [Device] trait Option card from your hand to the battle area. Then, add this card to the hand."; } bool IsPlayableDevice(CardSource cardSource) { return cardSource.IsOption && cardSource.EqualsTraits("Device"); } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerSecurityEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable hashtable) { CardSource selectedCard = null; SelectHandEffect selectHandEffect = GManager.instance.GetComponent(); selectHandEffect.SetUp( selectPlayer: card.Owner, canTargetCondition: IsPlayableDevice, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, maxCount: 1, canNoSelect: true, canEndNotMax: false, isShowOpponent: true, selectCardCoroutine: SelectCardCoroutine, afterSelectCardCoroutine: null, mode: SelectHandEffect.Mode.Custom, cardEffect: activateClass); selectHandEffect.SetUpCustomMessage( "Select 1 card to place in battle area.", "The opponent is selecting 1 card to place in battle area."); selectHandEffect.SetUpCustomMessage_ShowCard("Place in battle area"); yield return StartCoroutine(selectHandEffect.Activate()); IEnumerator SelectCardCoroutine(CardSource cardSource) { selectedCard = cardSource; yield return null; } if(selectedCard != null) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: selectedCard, cardEffect: activateClass)); } yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.AddThisCardToHand(card, activateClass)); } } #endregion return cardEffects; } } }