using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT6_032 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnLoseSecurity) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Draw 1", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription()); activateClass.SetIsInheritedEffect(true); activateClass.SetHashString("Draw1_BT6_032"); cardEffects.Add(activateClass); string EffectDiscription() { return "[Your Turn][Once Per Turn] When a card is removed from your security stack, trigger . (Draw 1 card from your deck.)"; } bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOwnerTurn(card)) { if (CardEffectCommons.CanTriggerWhenLoseSecurity(hashtable, player => player == card.Owner)) { return true; } } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 1, activateClass).Draw()); } } return cardEffects; } }