ST1_12.cs 1.5 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 ST1_12 : 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. return true;
  22. }
  23. }
  24. return false;
  25. }
  26. bool PermanentCondition(Permanent permanent)
  27. {
  28. if (CardEffectCommons.IsPermanentExistsOnOwnerBattleAreaDigimon(permanent, card))
  29. {
  30. return true;
  31. }
  32. return false;
  33. }
  34. cardEffects.Add(CardEffectFactory.ChangeDPStaticEffect(
  35. permanentCondition: PermanentCondition,
  36. changeValue: 1000,
  37. isInheritedEffect: false,
  38. card: card,
  39. condition: Condition,
  40. effectName: () => "Your Digimon gain DP +1000"));
  41. }
  42. if (timing == EffectTiming.SecuritySkill)
  43. {
  44. cardEffects.Add(CardEffectFactory.PlaySelfTamerSecurityEffect(card));
  45. }
  46. return cardEffects;
  47. }
  48. }