using System.Collections; using System.Collections.Generic; namespace DCGO.CardEffects.EX1 { public class EX1_027 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.SecuritySkill) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Recovery +1 (Deck) at the end of the battle", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); activateClass.SetIsSecurityEffect(true); cardEffects.Add(activateClass); string EffectDiscription() { return "[Security] At the end of the battle, if you have 3 or fewer security cards, . (Place the top card of your deck on top of your security stack.)"; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerSecurityEffect(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnExecutingArea(card)) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { yield return null; ContinuousController.instance.PlaySE(GManager.instance.GetComponent().BuffSE); ActivateClass activateClass1 = new ActivateClass(); activateClass1.SetUpICardEffect("Recovery +1 (Deck)", CanUseCondition1, card); activateClass1.SetUpActivateClass(CanActivateCondition1, ActivateCoroutine1, -1, false, EffectDiscription1()); card.Owner.UntilEndBattleEffects.Add(GetCardEffect1); string EffectDiscription1() { return "Trigger . (Place the top card of your deck on top of your security stack.)"; } bool CanUseCondition1(Hashtable hashtable) { return true; } bool CanActivateCondition1(Hashtable hashtable) { if (card.Owner.LibraryCards.Count >= 1) { if (card.Owner.SecurityCards.Count <= 3) { if (card.Owner.CanAddSecurity(activateClass1)) { return true; } } } return false; } IEnumerator ActivateCoroutine1(Hashtable _hashtable1) { yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass1).Recovery()); } ICardEffect GetCardEffect1(EffectTiming _timing) { if (_timing == EffectTiming.OnEndBattle) { return activateClass1; } return null; } } } return cardEffects; } } }