using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT3_034 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnEnterFieldAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Add 1 security and to hand and Draw 1", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[On Play] Look at the top card of your security stack. You may add that card to your hand to trigger . (Draw 1 card from your deck.)"; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnPlay(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (card.Owner.SecurityCards.Count >= 1) { return true; } } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { if (card.Owner.SecurityCards.Count >= 1) { CardSource topCard = card.Owner.SecurityCards[0]; int maxCount = 1; SelectCardEffect selectCardEffect = GManager.instance.GetComponent(); selectCardEffect.SetUp( canTargetCondition: (cardSource) => true, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, canNoSelect: () => true, selectCardCoroutine: null, afterSelectCardCoroutine: AfterSelectCardCoroutine, message: "Will you add the top card of your security to you hand?", maxCount: maxCount, canEndNotMax: false, isShowOpponent: false, mode: SelectCardEffect.Mode.AddHand, root: SelectCardEffect.Root.Security, customRootCardList: new List() { topCard }, canLookReverseCard: true, selectPlayer: card.Owner, cardEffect: activateClass); yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate()); IEnumerator AfterSelectCardCoroutine(List cardSources) { if (cardSources.Count >= 1) { yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity( player: card.Owner, refSkillInfos: ref ContinuousController.instance.nullSkillInfos, activateClass).ReduceSecurity()); yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 1, activateClass).Draw()); } } } } } return cardEffects; } }