using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using Photon; using System; using Photon.Pun; public class P_046 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.OnUseOption) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Memory +1", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription()); activateClass.SetIsInheritedEffect(true); activateClass.SetHashString("Memory+1_P_046"); cardEffects.Add(activateClass); string EffectDiscription() { return "[Your Turn][Once Per Turn] When you use an Option card, gain 1 memory."; } bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleArea(card)) { if (CardEffectCommons.IsOwnerTurn(card)) { if (CardEffectCommons.CanTriggerWhenOwnerUseOption(hashtable, null, null, card)) { 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(card.Owner.AddMemory(1, activateClass)); } } return cardEffects; } }