BT6_053.cs 1.7 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. public class BT6_053 : 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. cardEffects.Add(CardEffectFactory.ChangeSelfSAttackStaticEffect(changeValue: 1, isInheritedEffect: false, card: card, condition: null));
  16. }
  17. if (timing == EffectTiming.None)
  18. {
  19. bool PermanentCondition(Permanent permanent)
  20. {
  21. return permanent == card.PermanentOfThisCard();
  22. }
  23. bool CardEffectCondition(ICardEffect cardEffect)
  24. {
  25. return CardEffectCommons.IsOpponentEffect(cardEffect, card);
  26. }
  27. bool CanUseCondition()
  28. {
  29. if (CardEffectCommons.IsExistOnBattleArea(card))
  30. {
  31. if (CardEffectCommons.IsOpponentTurn(card))
  32. {
  33. return true;
  34. }
  35. }
  36. return false;
  37. }
  38. string effectName = "Can't have DP reduced by opponent's effect";
  39. cardEffects.Add(CardEffectFactory.ImmuneFromDPMinusStaticEffect(
  40. permanentCondition: PermanentCondition,
  41. cardEffectCondition: CardEffectCondition,
  42. isInheritedEffect: false,
  43. card: card,
  44. condition: CanUseCondition,
  45. effectName: effectName
  46. ));
  47. }
  48. return cardEffects;
  49. }
  50. }