BT10_100.cs 5.7 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. namespace DCGO.CardEffects.BT10
  9. {
  10. public class BT10_100 : CEntity_Effect
  11. {
  12. public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
  13. {
  14. List<ICardEffect> cardEffects = new List<ICardEffect>();
  15. if (timing == EffectTiming.OptionSkill)
  16. {
  17. ActivateClass activateClass = new ActivateClass();
  18. activateClass.SetUpICardEffect(card.BaseENGCardNameFromEntity, CanUseCondition, card);
  19. activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription());
  20. cardEffects.Add(activateClass);
  21. string EffectDiscription()
  22. {
  23. return "[Main] You may play 1 [Pulsemon] from your hand without paying its memory cost. Then, place this card in your Battle Area.";
  24. }
  25. bool CanSelectCardCondition(CardSource cardSource)
  26. {
  27. if (cardSource != null)
  28. {
  29. if (cardSource.CardNames.Contains("Pulsemon"))
  30. {
  31. if (cardSource.Owner == card.Owner)
  32. {
  33. if (CardEffectCommons.CanPlayAsNewPermanent(cardSource: cardSource, payCost: false, cardEffect: activateClass))
  34. {
  35. return true;
  36. }
  37. }
  38. }
  39. }
  40. return false;
  41. }
  42. bool CanUseCondition(Hashtable hashtable)
  43. {
  44. return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card);
  45. }
  46. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  47. {
  48. if (card.Owner.HandCards.Count(CanSelectCardCondition) >= 1)
  49. {
  50. List<CardSource> selectedCards = new List<CardSource>();
  51. int maxCount = 1;
  52. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  53. selectHandEffect.SetUp(
  54. selectPlayer: card.Owner,
  55. canTargetCondition: CanSelectCardCondition,
  56. canTargetCondition_ByPreSelecetedList: null,
  57. canEndSelectCondition: null,
  58. maxCount: maxCount,
  59. canNoSelect: true,
  60. canEndNotMax: false,
  61. isShowOpponent: true,
  62. selectCardCoroutine: SelectCardCoroutine,
  63. afterSelectCardCoroutine: null,
  64. mode: SelectHandEffect.Mode.Custom,
  65. cardEffect: activateClass);
  66. selectHandEffect.SetUpCustomMessage("Select 1 card to play.", "The opponent is selecting 1 card to play.");
  67. selectHandEffect.SetUpCustomMessage_ShowCard("Played Card");
  68. yield return StartCoroutine(selectHandEffect.Activate());
  69. IEnumerator SelectCardCoroutine(CardSource cardSource)
  70. {
  71. selectedCards.Add(cardSource);
  72. yield return null;
  73. }
  74. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlayPermanentCards(cardSources: selectedCards, activateClass: activateClass, payCost: false, isTapped: false, root: SelectCardEffect.Root.Hand, activateETB: true));
  75. }
  76. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: card, cardEffect: activateClass));
  77. }
  78. }
  79. if (timing == EffectTiming.OnDeclaration)
  80. {
  81. ActivateClass activateClass = new ActivateClass();
  82. activateClass.SetUpICardEffect("Memory +2", CanUseCondition, card);
  83. activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription());
  84. cardEffects.Add(activateClass);
  85. string EffectDiscription()
  86. {
  87. return "[Main] <Delay> (Trash this card in your battle area to activate the effect below. You can't activate this effect the turn this card enters play.) - Gain 2 memory.";
  88. }
  89. bool CanUseCondition(Hashtable hashtable)
  90. {
  91. return CardEffectCommons.CanDeclareOptionDelayEffect(card);
  92. }
  93. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  94. {
  95. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.DeletePeremanentAndProcessAccordingToResult(targetPermanents: new List<Permanent>() { card.PermanentOfThisCard() }, activateClass: activateClass, successProcess: permanents => SuccessProcess(), failureProcess: null));
  96. IEnumerator SuccessProcess()
  97. {
  98. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(2, activateClass));
  99. }
  100. }
  101. }
  102. if (timing == EffectTiming.SecuritySkill)
  103. {
  104. cardEffects.Add(CardEffectFactory.PlaceSelfDelayOptionSecurityEffect(card));
  105. }
  106. return cardEffects;
  107. }
  108. }
  109. }