using System.Collections; using System.Collections.Generic; namespace DCGO.CardEffects.P { public class P_137 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); #region Digivolution Condition if (timing == EffectTiming.None) { bool PermanentCondition(Permanent targetPermanent) { return targetPermanent.TopCard.CardNames.Contains("Veemon"); } cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect( permanentCondition: PermanentCondition, digivolutionCost: 2, ignoreDigivolutionRequirement: false, card: card, condition: null)); } #endregion #region Armor Purge if (timing == EffectTiming.WhenPermanentWouldBeDeleted) { cardEffects.Add(CardEffectFactory.ArmorPurgeEffect(card: card)); } #endregion #region Raid if (timing == EffectTiming.OnAllyAttack) { cardEffects.Add(CardEffectFactory.RaidSelfEffect(isInheritedEffect: false, card: card, condition: null)); } #endregion #region Your Turn if (timing == EffectTiming.OnAttackTargetChanged) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Your opponent adds the top card of their security stack to the hand", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription()); activateClass.SetHashString("AddOpponentSecurityToHand_P_0137"); cardEffects.Add(activateClass); string EffectDiscription() { return "[Your Turn][Once Per Turn] When this Digimon's attack target is switched, your opponent adds the top card of their security stack to the hand."; } bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (CardEffectCommons.CanTriggerOnAttackTargetSwitch(hashtable, card)) { if (CardEffectCommons.IsOwnerTurn(card)) { return true; } } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable _hashtable) { if (card.Owner.Enemy.SecurityCards.Count >= 1) { CardSource topCard = card.Owner.Enemy.SecurityCards[0]; yield return ContinuousController.instance.StartCoroutine( CardObjectController.AddHandCards(new List() { topCard }, false, activateClass)); yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity( player: card.Owner.Enemy, refSkillInfos: ref ContinuousController.instance.nullSkillInfos, activateClass).ReduceSecurity()); } } } #endregion return cardEffects; } } }