BT1_085.cs 1.8 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 BT1_085 : 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.OnStartTurn)
  14. {
  15. cardEffects.Add(CardEffectFactory.SetMemoryTo3TamerEffect(card));
  16. }
  17. if (timing == EffectTiming.None)
  18. {
  19. bool Condition()
  20. {
  21. if (CardEffectCommons.IsExistOnBattleArea(card))
  22. {
  23. if (CardEffectCommons.IsOwnerTurn(card))
  24. {
  25. return true;
  26. }
  27. }
  28. return false;
  29. }
  30. bool PermanentCondition(Permanent permanent)
  31. {
  32. if (CardEffectCommons.IsPermanentExistsOnOwnerBattleAreaDigimon(permanent, card))
  33. {
  34. if (permanent.TopCard.CardColors.Contains(CardColor.Red))
  35. {
  36. if (permanent.DigivolutionCards.Count >= 4)
  37. {
  38. return true;
  39. }
  40. }
  41. }
  42. return false;
  43. }
  44. cardEffects.Add(CardEffectFactory.ChangeSAttackStaticEffect(
  45. permanentCondition: PermanentCondition,
  46. changeValue: 1,
  47. isInheritedEffect: false,
  48. card: card,
  49. condition: Condition));
  50. }
  51. if (timing == EffectTiming.SecuritySkill)
  52. {
  53. cardEffects.Add(CardEffectFactory.PlaySelfTamerSecurityEffect(card));
  54. }
  55. return cardEffects;
  56. }
  57. }