using System.Collections; using System.Collections.Generic; using System.Linq; // Elizamon namespace DCGO.CardEffects.BT24 { public class BT24_008 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); #region On Play if (timing == EffectTiming.OnEnterFieldAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Trash 1 [Reptile], [Dragonkin] or [LIBERATOR] trait to ", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDescription()); cardEffects.Add(activateClass); string EffectDescription() { return "[On Play] By trashing 1 card with the [Reptile], [Dragonkin] or [LIBERATOR] trait in your hand, ."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnPlay(hashtable, card); } bool HasARequiredTrait(CardSource cardSource) { return (cardSource.EqualsTraits("Reptile") || cardSource.EqualsTraits("Dragonkin") || cardSource.EqualsTraits("LIBERATOR")); } bool CanActivateCondition(Hashtable hashtable) { return CardEffectCommons.IsExistOnBattleAreaDigimon(card) && CardEffectCommons.HasMatchConditionOwnersHand(card, HasARequiredTrait); } IEnumerator ActivateCoroutine(Hashtable hashtable) { SelectHandEffect selectHandEffect = GManager.instance.GetComponent(); selectHandEffect.SetUp( canTargetCondition: HasARequiredTrait, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, canNoSelect: true, selectCardCoroutine: null, afterSelectCardCoroutine: AfterSelectCardCoroutine, maxCount: 1, canEndNotMax: false, isShowOpponent: true, mode: SelectHandEffect.Mode.Discard, selectPlayer: card.Owner, cardEffect: activateClass); selectHandEffect.SetUpCustomMessage("Select 1 card with the [Reptile], [Dragonkin] or [LIBERATOR] trait to discard.", "The opponent is selecting 1 card with the [Reptile], [Dragonkin] or [LIBERATOR] trait to discard."); yield return ContinuousController.instance.StartCoroutine(selectHandEffect.Activate()); IEnumerator AfterSelectCardCoroutine(List cardSources) { if (cardSources.Count > 0) { yield return ContinuousController.instance.StartCoroutine( new DrawClass(card.Owner, 2, activateClass).Draw()); } } } } #endregion #region Your Turn - ESS if (timing == EffectTiming.OnLoseSecurity) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Gain 1 memory", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDescription()); activateClass.SetIsInheritedEffect(true); activateClass.SetHashString("GainMemory_BT24_008"); cardEffects.Add(activateClass); string EffectDescription() => "[Your Turn] [Once Per Turn] When your opponent's security stack is removed from, gain 1 memory."; bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (CardEffectCommons.CanTriggerWhenLoseSecurity(hashtable, PlayerCondition)) { if (CardEffectCommons.IsOwnerTurn(card)) { return true; } } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { return true; } return false; } bool PlayerCondition(Player player) { if (player == card.Owner.Enemy) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable hashtable) { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass)); } } #endregion return cardEffects; } } }