BT1_087.cs 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124
  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_087 : 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.OnEnterFieldAnyone)
  18. {
  19. ActivateClass activateClass = new ActivateClass();
  20. activateClass.SetUpICardEffect("Add 1 card from security to hand", CanUseCondition, card);
  21. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
  22. cardEffects.Add(activateClass);
  23. string EffectDiscription()
  24. {
  25. return "[On Play] Look at your security stack, then reveal 1 card in it and add it to your hand. If that card is yellow, <Recovery +1 (Deck)>. (Place the top card of your deck on top of your security stack.) Then shuffle your security stack.";
  26. }
  27. bool CanSelectCardCondition(CardSource cardSource)
  28. {
  29. return true;
  30. }
  31. bool CanUseCondition(Hashtable hashtable)
  32. {
  33. return CardEffectCommons.CanTriggerOnPlay(hashtable, card);
  34. }
  35. bool CanActivateCondition(Hashtable hashtable)
  36. {
  37. if (CardEffectCommons.IsExistOnBattleArea(card))
  38. {
  39. if (card.Owner.SecurityCards.Count >= 1)
  40. {
  41. return true;
  42. }
  43. }
  44. return false;
  45. }
  46. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  47. {
  48. if (card.Owner.SecurityCards.Count >= 1)
  49. {
  50. int maxCount = Math.Min(1, card.Owner.SecurityCards.Count);
  51. CardSource selectedCard = null;
  52. SelectCardEffect selectCardEffect = GManager.instance.GetComponent<SelectCardEffect>();
  53. selectCardEffect.SetUp(
  54. canTargetCondition: CanSelectCardCondition,
  55. canTargetCondition_ByPreSelecetedList: null,
  56. canEndSelectCondition: null,
  57. canNoSelect: () => false,
  58. selectCardCoroutine: null,
  59. afterSelectCardCoroutine: AfterSelectCardCoroutine,
  60. message: "Select 1 card to add to your hand.",
  61. maxCount: maxCount,
  62. canEndNotMax: false,
  63. isShowOpponent: true,
  64. mode: SelectCardEffect.Mode.AddHand,
  65. root: SelectCardEffect.Root.Security,
  66. customRootCardList: null,
  67. canLookReverseCard: true,
  68. selectPlayer: card.Owner,
  69. cardEffect: activateClass);
  70. yield return ContinuousController.instance.StartCoroutine(selectCardEffect.Activate());
  71. IEnumerator AfterSelectCardCoroutine(List<CardSource> cardSources)
  72. {
  73. foreach (CardSource cardSource in cardSources)
  74. {
  75. selectedCard = cardSource;
  76. }
  77. if (cardSources.Count >= 1)
  78. {
  79. yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
  80. player: card.Owner,
  81. refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
  82. activateClass).ReduceSecurity());
  83. }
  84. yield return null;
  85. }
  86. if (selectedCard != null)
  87. {
  88. if (selectedCard.HasCardColor(CardColor.Yellow))
  89. {
  90. yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
  91. }
  92. }
  93. ContinuousController.instance.PlaySE(GManager.instance.ShuffleSE);
  94. card.Owner.SecurityCards = RandomUtility.ShuffledDeckCards(card.Owner.SecurityCards);
  95. }
  96. }
  97. }
  98. if (timing == EffectTiming.SecuritySkill)
  99. {
  100. cardEffects.Add(CardEffectFactory.PlaySelfTamerSecurityEffect(card));
  101. }
  102. return cardEffects;
  103. }
  104. }