ST8_06.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 ST8_06 : 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.SecuritySkill)
  14. {
  15. cardEffects.Add(CardEffectFactory.PlaySelfDigimonAfterBattleSecurityEffect(card: card));
  16. }
  17. if (timing == EffectTiming.OnEnterFieldAnyone)
  18. {
  19. ActivateClass activateClass = new ActivateClass();
  20. activateClass.SetUpICardEffect("Draw 2", CanUseCondition, card);
  21. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
  22. cardEffects.Add(activateClass);
  23. string EffectDiscription()
  24. {
  25. return "[On Play] Trigger <Draw 2>. (Draw 2 card from your deck.)";
  26. }
  27. bool CanUseCondition(Hashtable hashtable)
  28. {
  29. return CardEffectCommons.CanTriggerOnPlay(hashtable, card);
  30. }
  31. bool CanActivateCondition(Hashtable hashtable)
  32. {
  33. if (CardEffectCommons.IsExistOnBattleArea(card))
  34. {
  35. if (card.Owner.LibraryCards.Count >= 1)
  36. {
  37. return true;
  38. }
  39. }
  40. return false;
  41. }
  42. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  43. {
  44. yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 2, activateClass).Draw());
  45. }
  46. }
  47. return cardEffects;
  48. }
  49. }