using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT3_106 : 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] All of your Digimon with or gain (This Digimon checks 1 additional security card) for the turn."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { bool PermanentCondition(Permanent permanent) { if (CardEffectCommons.IsPermanentExistsOnOwnerBattleAreaDigimon(permanent, card)) { if (permanent.HasBlocker) { return true; } if (permanent.HasReboot) { return true; } } return false; } yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.ChangeDigimonSAttackPlayerEffect( permanentCondition: PermanentCondition, changeValue: 1, effectDuration: EffectDuration.UntilEachTurnEnd, activateClass: activateClass)); } } if (timing == EffectTiming.SecuritySkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect($"Add this card to hand", CanUseCondition, card); activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription()); activateClass.SetIsSecurityEffect(true); cardEffects.Add(activateClass); string EffectDiscription() { return "[Security] Add this card to its owner's hand."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerSecurityEffect(hashtable, card); } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.AddThisCardToHand(card, activateClass)); } } return cardEffects; } }