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- using System.Collections;
- using System.Collections.Generic;
- namespace DCGO.CardEffects.BT20
- {
- public class BT20_032 : CEntity_Effect
- {
- public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
- {
- List<ICardEffect> cardEffects = new List<ICardEffect>();
- #region Alt Digivovle Cost
- if (timing == EffectTiming.None)
- {
- bool PermanentCondition(Permanent targetPermanent)
- {
- return targetPermanent.TopCard.EqualsCardName("Pulsemon") ||
- (targetPermanent.TopCard.IsLevel3 && targetPermanent.TopCard.HasSeekersTraits);
- }
- cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect(
- permanentCondition: PermanentCondition, digivolutionCost: 2, ignoreDigivolutionRequirement: false,
- card: card, condition: null));
- }
- #endregion
- #region On Play
- if (timing == EffectTiming.OnEnterFieldAnyone)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Add top security to hand, Recovery +1", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[On Play] If you have 3 or more security cards, you may add your top security card to the hand. Then, if you have 2 or fewer security cards, <Recovery +1(Deck)>.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnPlay(hashtable, card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- IEnumerator ActivateCoroutine(Hashtable hashtable)
- {
- if(card.Owner.SecurityCards.Count >= 3)
- {
- List<SelectionElement<bool>> selectionElements = new List<SelectionElement<bool>>()
- {
- new SelectionElement<bool>(message: $"Yes", value : true, spriteIndex: 0),
- new SelectionElement<bool>(message: $"No", value : false, spriteIndex: 1),
- };
- string selectPlayerMessage = "Will you add your top security card to hand?";
- string notSelectPlayerMessage = "The opponent is choosing whether or not to add their top security card to hand.";
- GManager.instance.userSelectionManager.SetBoolSelection(selectionElements: selectionElements, selectPlayer: card.Owner, selectPlayerMessage: selectPlayerMessage, notSelectPlayerMessage: notSelectPlayerMessage);
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.userSelectionManager.WaitForEndSelect());
- bool willAdd = GManager.instance.userSelectionManager.SelectedBoolValue;
- if (willAdd)
- {
- CardSource topCard = card.Owner.SecurityCards[0];
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddHandCards(new List<CardSource>() { topCard }, false, activateClass));
- yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
- player: card.Owner,
- refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
- activateClass).ReduceSecurity());
- }
-
- }
- if(card.Owner.SecurityCards.Count <= 2)
- {
- yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
- }
- }
- }
- #endregion
- #region When Digivolving
- if (timing == EffectTiming.OnEnterFieldAnyone)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Add top security to hand, Recovery +1", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[When Digivolving] If you have 3 or more security cards, you may add your top security card to the hand. Then, if you have 2 or fewer security cards, <Recovery +1(Deck)>.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card) &&
- CardEffectCommons.CanTriggerWhenDigivolving(hashtable, card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- IEnumerator ActivateCoroutine(Hashtable hashtable)
- {
- if (card.Owner.SecurityCards.Count >= 3)
- {
- List<SelectionElement<bool>> selectionElements = new List<SelectionElement<bool>>()
- {
- new SelectionElement<bool>(message: $"Yes", value : true, spriteIndex: 0),
- new SelectionElement<bool>(message: $"No", value : false, spriteIndex: 1),
- };
- string selectPlayerMessage = "Will you add your top security card to hand?";
- string notSelectPlayerMessage = "The opponent is choosing whether or not to add their top security card to hand.";
- GManager.instance.userSelectionManager.SetBoolSelection(selectionElements: selectionElements, selectPlayer: card.Owner, selectPlayerMessage: selectPlayerMessage, notSelectPlayerMessage: notSelectPlayerMessage);
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.userSelectionManager.WaitForEndSelect());
- bool willAdd = GManager.instance.userSelectionManager.SelectedBoolValue;
- if (willAdd)
- {
- CardSource topCard = card.Owner.SecurityCards[0];
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddHandCards(new List<CardSource>() { topCard }, false, activateClass));
- yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
- player: card.Owner,
- refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
- activateClass).ReduceSecurity());
- }
- }
- if (card.Owner.SecurityCards.Count <= 2)
- {
- yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
- }
- }
- }
- #endregion
- #region ESS
- if (timing == EffectTiming.OnEndBattle)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Gain 1 memory", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription());
- activateClass.SetHashString("Gain1_BT20-032");
- activateClass.SetIsInheritedEffect(true);
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[All Turns] [Once Per Turn] When this Digimon deletes your opponent's Digimon in battle, gain 1 memory.";
- }
- bool WinnerCondition(Permanent permanent) => permanent.cardSources.Contains(card);
- bool LoserCondition(Permanent permanent) => CardEffectCommons.IsOpponentPermanent(permanent, card);
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card) &&
- CardEffectCommons.CanTriggerWhenDeleteOpponentDigimonByBattle(hashtable: hashtable,
- winnerCondition: WinnerCondition, loserCondition: LoserCondition, isOnlyWinnerSurvive: false);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
- {
- return true;
- }
- return false;
- }
- IEnumerator ActivateCoroutine(Hashtable hashtable)
- {
- yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass));
- }
- }
- #endregion
- return cardEffects;
- }
- }
- }
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