BT1_102.cs 1.6 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 BT1_102 : 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.OptionSkill)
  14. {
  15. ActivateClass activateClass = new ActivateClass();
  16. activateClass.SetUpICardEffect(card.BaseENGCardNameFromEntity, CanUseCondition, card);
  17. activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription());
  18. cardEffects.Add(activateClass);
  19. string EffectDiscription()
  20. {
  21. return "[Main] Trigger <Draw 1> (Draw 1 card from your deck) for every 2 security cards you have.";
  22. }
  23. bool CanUseCondition(Hashtable hashtable)
  24. {
  25. return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card);
  26. }
  27. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  28. {
  29. yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, card.Owner.SecurityCards.Count / 2, activateClass).Draw());
  30. }
  31. }
  32. if (timing == EffectTiming.SecuritySkill)
  33. {
  34. CardEffectCommons.AddActivateMainOptionSecurityEffect(
  35. card: card,
  36. cardEffects: ref cardEffects,
  37. effectName: $"Draw cards");
  38. }
  39. return cardEffects;
  40. }
  41. }