using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class BT6_033 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnEnterFieldAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Trash your security and gain Memory", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return "[On Play] You may trash any number of cards from the top of your Security Stack until you have 3 or more remaining to gain 1 memory for each security card you trashed."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnPlay(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (card.Owner.SecurityCards.Count > 3) { return true; } } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { if (isExistOnField(card)) { if (card.Owner.GetBattleAreaDigimons().Contains(card.PermanentOfThisCard())) { if (card.Owner.SecurityCards.Count > 3) { List> selectionElements = new List>(); for(int i = 1; i <= card.Owner.SecurityCards.Count - 3; i++) selectionElements.Add(new SelectionElement(message: $"{i}", value: i, spriteIndex: 0)); string selectPlayerMessage = "Choose how many cards to trash?"; string notSelectPlayerMessage = "The opponent is choosing how many cards to trash."; if (selectionElements.Count > 1) GManager.instance.userSelectionManager.SetIntSelection(selectionElements: selectionElements, selectPlayer: card.Owner, selectPlayerMessage: selectPlayerMessage, notSelectPlayerMessage: notSelectPlayerMessage); else GManager.instance.userSelectionManager.SetInt(selectionElements[0].Value); yield return ContinuousController.instance.StartCoroutine(GManager.instance.userSelectionManager.WaitForEndSelect()); int count = GManager.instance.userSelectionManager.SelectedIntValue; for (int i = count; i > 0; i--) { yield return ContinuousController.instance.StartCoroutine(new IDestroySecurity( player: card.Owner, destroySecurityCount: 1, cardEffect: activateClass, fromTop: true).DestroySecurity()); } if (count >= 1) { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(count, activateClass)); } } } } } } if (timing == EffectTiming.None) { bool Condition() { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOwnerTurn(card)) { if (card.Owner.SecurityCards.Count == 3) { return true; } } } return false; } cardEffects.Add(CardEffectFactory.JammingSelfStaticEffect(isInheritedEffect: true, card: card, condition: Condition)); } return cardEffects; } }