using System.Collections; using System.Collections.Generic; namespace DCGO.CardEffects.EX8 { public class EX8_002 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnAllyAttack) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("+1 Memory", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription()); activateClass.SetHashString("WhenAttack_EX8-002"); activateClass.SetIsInheritedEffect(true); cardEffects.Add(activateClass); string EffectDiscription() { return "[When Attacking] [Once Per Turn] If you have 0 memory, gain 1 memory."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.CanTriggerOnAttack(hashtable, card); } bool CanActivateCondition(Hashtable hashtable) { return card.Owner.CanAddMemory(activateClass) && card.Owner.MemoryForPlayer == 0; } IEnumerator ActivateCoroutine(Hashtable hashtable) { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass)); } } return cardEffects; } } }