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- using System.Collections;
- using System.Collections.Generic;
- // Elecmon
- namespace DCGO.CardEffects.BT25
- {
- public class BT25_030 : CEntity_Effect
- {
- public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
- {
- List<ICardEffect> cardEffects = new List<ICardEffect>();
- #region Alternative Digivolve Condition
- if (timing == EffectTiming.None)
- {
- static bool PermanentCondition(Permanent targetPermanent)
- {
- return targetPermanent.TopCard.HasTSTraits;
- }
- cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect(PermanentCondition, 0, false, card, null, level: 2));
- }
- #endregion
- #region On Start of Main Phase
- if (timing == EffectTiming.OnStartMainPhase)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("By adding the top security card to hand, gain 1 memory", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[Start of Your Main Phase] By adding your top security card to the hand, gain 1 memory.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card)
- && CardEffectCommons.IsOwnerTurn(card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card)
- && card.Owner.SecurityCards.Count > 0;
- }
- IEnumerator ActivateCoroutine(Hashtable hashtable)
- {
- if (card.Owner.SecurityCards.Count > 0)
- {
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddHandCards(new List<CardSource>() { card.Owner.SecurityCards[0] }, false, activateClass));
- yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
- player: card.Owner,
- refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
- activateClass).ReduceSecurity());
- yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass));
- }
- }
- }
- #endregion
- #region When Attacking - Inherited
- if (timing == EffectTiming.OnAllyAttack)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("May add top sec card to hand, if at 0 <Recovery +1>.", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDescription());
- activateClass.SetHashString("BT25_030_Inherited");
- activateClass.SetIsInheritedEffect(true);
- cardEffects.Add(activateClass);
- string EffectDescription()
- {
- return "[When Attacking] [Once Per Turn] You may add your top security card to the hand. Then, if you have 0 security cards, <Recovery +1 (Deck)>.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnAttack(hashtable, card)
- && CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- bool activated = false;
- if (card.Owner.SecurityCards.Count > 0)
- {
- List<SelectionElement<bool>> selectionElements = new List<SelectionElement<bool>>()
- {
- new SelectionElement<bool>(message: $"Add to hand", value : true, spriteIndex: 0),
- new SelectionElement<bool>(message: $"Not add to hand", value : false, spriteIndex: 1),
- };
- string selectPlayerMessage = "Will you add the card to hand?";
- string notSelectPlayerMessage = "The opponent is choosing whether to add the 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 addHand = GManager.instance.userSelectionManager.SelectedBoolValue;
- if (addHand)
- {
- activated = true;
- 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 == 0)
- {
- activated = true;
- yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
- }
- if (!activated) activateClass.RemoveUse();
- }
- }
- #endregion
- return cardEffects;
- }
- }
- }
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