using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT2_040 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnDestroyedAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Place this card to security", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[On Deletion] Place this card on top of your security stack face down."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnDeletion(hashtable, card, activateClass); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnTrash(card)) { if (card.Owner.CanAddSecurity(activateClass)) { return true; } } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { //if (CardEffectCommons.IsExistOnTrash(card)) { ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent().ShowCardEffect(new List() { card }, "Added Security Cards", true, true)); yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddSecurityCard(card)); } } } return cardEffects; } }