using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT3_095 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnStartTurn) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Memory +1", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[Start of Your Turn] If you have a Digimon with in play, gain 1 memory."; } bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOwnerTurn(card)) { return true; } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (isExistOnField(card)) { if (CardEffectCommons.HasMatchConditionOwnersPermanent(card, (permanent) => permanent.IsDigimon && permanent.HasBlocker)) { if (card.Owner.CanAddMemory(activateClass)) { return true; } } } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { if (isExistOnField(card)) { if (card.Owner.CanAddMemory(activateClass)) { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass)); } } } } if (timing == EffectTiming.SecuritySkill) { cardEffects.Add(CardEffectFactory.PlaySelfTamerSecurityEffect(card)); } return cardEffects; } }