BT5_037.cs 4.9 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 BT5_037 : 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.OnEnterFieldAnyone)
  14. {
  15. ActivateClass activateClass = new ActivateClass();
  16. activateClass.SetUpICardEffect("Add a card from security to hand", CanUseCondition, card);
  17. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription());
  18. cardEffects.Add(activateClass);
  19. string EffectDiscription()
  20. {
  21. return "[On Play] You may search your security stack for 1 Digimon card with [Warrior] or [Holy Warrior] in its type, reveal it, and add it to your hand. If you do, trigger <Recovery +1 (Deck)>. (Place the top card of your deck on top of your security stack.) Then, shuffle your security stack.";
  22. }
  23. bool CanSelectCardCondition(CardSource cardSource)
  24. {
  25. if (cardSource.IsDigimon)
  26. {
  27. if (cardSource.CardTraits.Contains("Warrior"))
  28. {
  29. return true;
  30. }
  31. if (cardSource.CardTraits.Contains("Holy Warrior"))
  32. {
  33. return true;
  34. }
  35. if (cardSource.CardTraits.Contains("HolyWarrior"))
  36. {
  37. return true;
  38. }
  39. }
  40. return false;
  41. }
  42. bool CanUseCondition(Hashtable hashtable)
  43. {
  44. return CardEffectCommons.CanTriggerOnPlay(hashtable, card);
  45. }
  46. bool CanActivateCondition(Hashtable hashtable)
  47. {
  48. if (CardEffectCommons.IsExistOnBattleArea(card))
  49. {
  50. if (card.Owner.SecurityCards.Count >= 1)
  51. {
  52. return true;
  53. }
  54. }
  55. return false;
  56. }
  57. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  58. {
  59. if (card.Owner.SecurityCards.Count >= 1)
  60. {
  61. int maxCount = Math.Min(1, card.Owner.SecurityCards.Count(CanSelectCardCondition));
  62. CardSource selectedCard = null;
  63. SelectCardEffect selectCardEffect = GManager.instance.GetComponent<SelectCardEffect>();
  64. selectCardEffect.SetUp(
  65. canTargetCondition: CanSelectCardCondition,
  66. canTargetCondition_ByPreSelecetedList: null,
  67. canEndSelectCondition: null,
  68. canNoSelect: () => true,
  69. selectCardCoroutine: null,
  70. afterSelectCardCoroutine: AfterSelectCardCoroutine,
  71. message: "Select 1 card to add to your hand.",
  72. maxCount: maxCount,
  73. canEndNotMax: false,
  74. isShowOpponent: true,
  75. mode: SelectCardEffect.Mode.AddHand,
  76. root: SelectCardEffect.Root.Security,
  77. customRootCardList: null,
  78. canLookReverseCard: true,
  79. selectPlayer: card.Owner,
  80. cardEffect: activateClass);
  81. yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate());
  82. IEnumerator AfterSelectCardCoroutine(List<CardSource> cardSources)
  83. {
  84. foreach (CardSource cardSource in cardSources)
  85. {
  86. selectedCard = cardSource;
  87. }
  88. if (cardSources.Count >= 1)
  89. {
  90. yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
  91. player: card.Owner,
  92. refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
  93. activateClass).ReduceSecurity());
  94. }
  95. yield return null;
  96. }
  97. if (selectedCard != null)
  98. {
  99. yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
  100. }
  101. ContinuousController.instance.PlaySE(GManager.instance.ShuffleSE);
  102. card.Owner.SecurityCards = RandomUtility.ShuffledDeckCards(card.Owner.SecurityCards);
  103. }
  104. }
  105. }
  106. return cardEffects;
  107. }
  108. }