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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System.Linq;
- using Photon;
- using System;
- using Photon.Pun;
- public class BT6_033 : CEntity_Effect
- {
- public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
- {
- List<ICardEffect> cardEffects = new List<ICardEffect>();
- if (timing == EffectTiming.OnEnterFieldAnyone)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Trash your security and gain Memory", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[On Play] You may trash any number of cards from the top of your Security Stack until you have 3 or more remaining to gain 1 memory for each security card you trashed.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnPlay(hashtable, card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- if (CardEffectCommons.IsExistOnBattleArea(card))
- {
- if (card.Owner.SecurityCards.Count > 3)
- {
- return true;
- }
- }
- return false;
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- if (isExistOnField(card))
- {
- if (card.Owner.GetBattleAreaDigimons().Contains(card.PermanentOfThisCard()))
- {
- if (card.Owner.SecurityCards.Count > 3)
- {
- List<SelectionElement<int>> selectionElements = new List<SelectionElement<int>>();
- for(int i = 1; i <= card.Owner.SecurityCards.Count - 3; i++)
- selectionElements.Add(new SelectionElement<int>(message: $"{i}", value: i, spriteIndex: 0));
- string selectPlayerMessage = "Choose how many cards to trash?";
- string notSelectPlayerMessage = "The opponent is choosing how many cards to trash.";
- if (selectionElements.Count > 1)
- GManager.instance.userSelectionManager.SetIntSelection(selectionElements: selectionElements, selectPlayer: card.Owner, selectPlayerMessage: selectPlayerMessage, notSelectPlayerMessage: notSelectPlayerMessage);
- else
- GManager.instance.userSelectionManager.SetInt(selectionElements[0].Value);
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.userSelectionManager.WaitForEndSelect());
- int count = GManager.instance.userSelectionManager.SelectedIntValue;
- for (int i = count; i > 0; i--)
- {
- yield return ContinuousController.instance.StartCoroutine(new IDestroySecurity(
- player: card.Owner,
- destroySecurityCount: 1,
- cardEffect: activateClass,
- fromTop: true).DestroySecurity());
- }
- if (count >= 1)
- {
- yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(count, activateClass));
- }
- }
- }
- }
- }
- }
- if (timing == EffectTiming.None)
- {
- bool Condition()
- {
- if (CardEffectCommons.IsExistOnBattleArea(card))
- {
- if (CardEffectCommons.IsOwnerTurn(card))
- {
- if (card.Owner.SecurityCards.Count == 3)
- {
- return true;
- }
- }
- }
- return false;
- }
- cardEffects.Add(CardEffectFactory.JammingSelfStaticEffect(isInheritedEffect: true, card: card, condition: Condition));
- }
- return cardEffects;
- }
- }
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