ST2_01.cs 1.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System.Linq;
  5. using Photon;
  6. using System;
  7. using Photon.Pun;
  8. public class ST2_01 : CEntity_Effect
  9. {
  10. public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
  11. {
  12. List<ICardEffect> cardEffects = new List<ICardEffect>();
  13. if (timing == EffectTiming.None)
  14. {
  15. bool Condition()
  16. {
  17. if (CardEffectCommons.IsExistOnBattleArea(card))
  18. {
  19. if (CardEffectCommons.IsOwnerTurn(card))
  20. {
  21. if (card.PermanentOfThisCard().battle != null)
  22. {
  23. Permanent enemy = card.PermanentOfThisCard().battle.enemyPermanent(card.PermanentOfThisCard());
  24. if (enemy != null)
  25. {
  26. if (enemy.TopCard != null)
  27. {
  28. if (enemy.TopCard.Owner == card.Owner.Enemy)
  29. {
  30. if (enemy.HasNoDigivolutionCards)
  31. {
  32. return true;
  33. }
  34. }
  35. }
  36. }
  37. }
  38. }
  39. }
  40. return false;
  41. }
  42. cardEffects.Add(CardEffectFactory.ChangeSelfDPStaticEffect(changeValue: 1000, isInheritedEffect: true, card: card, condition: Condition));
  43. }
  44. return cardEffects;
  45. }
  46. }