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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System.Linq;
- using Photon;
- using System;
- using Photon.Pun;
- public class BT6_091 : CEntity_Effect
- {
- public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
- {
- List<ICardEffect> cardEffects = new List<ICardEffect>();
- if (timing == EffectTiming.OnStartTurn)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Memory +2", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[Start of Your Turn] If your opponent doesn't have a level 4 or lower Digimon in play, gain 2 memory.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- if (CardEffectCommons.IsExistOnBattleArea(card))
- {
- if (CardEffectCommons.IsOwnerTurn(card))
- {
- return true;
- }
- }
- return false;
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- if (isExistOnField(card))
- {
- if (card.Owner.Enemy.GetBattleAreaDigimons().Count((permanent) => permanent.Level <= 4 && permanent.TopCard.HasLevel) == 0)
- {
- if (card.Owner.CanAddMemory(activateClass))
- {
- return true;
- }
- }
- }
- return false;
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- if (isExistOnField(card))
- {
- if (card.Owner.CanAddMemory(activateClass))
- {
- yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(2, activateClass));
- }
- }
- }
- }
- if (timing == EffectTiming.OnAllyAttack)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Draw 1 and trash 1 card from hand", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription());
- cardEffects.Add(activateClass);
- string EffectDiscription()
- {
- return "[Your Turn] When one of your purple Digimon attacks, you may suspend this Tamer to trigger <Draw 1>. (Draw 1 card from your deck.) Then, trash 1 card in your hand.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- if (isExistOnField(card))
- {
- if (CardEffectCommons.IsOwnerTurn(card))
- {
- if (GManager.instance.attackProcess.AttackingPermanent != null)
- {
- if (GManager.instance.attackProcess.AttackingPermanent.TopCard != null)
- {
- if (GManager.instance.attackProcess.AttackingPermanent.TopCard.Owner == card.Owner)
- {
- if (GManager.instance.attackProcess.AttackingPermanent.TopCard.CardColors.Contains(CardColor.Purple))
- {
- if (GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
- {
- return true;
- }
- }
- }
- }
- }
- }
- }
- return false;
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- if (CardEffectCommons.IsExistOnBattleArea(card))
- {
- if (CardEffectCommons.CanActivateSuspendCostEffect(card))
- {
- return true;
- }
- }
- return false;
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- if (isExistOnField(card))
- {
- if (!card.PermanentOfThisCard().IsSuspended && card.PermanentOfThisCard().CanSuspend)
- {
- yield return ContinuousController.instance.StartCoroutine(new SuspendPermanentsClass(new List<Permanent>() { card.PermanentOfThisCard() }, CardEffectCommons.CardEffectHashtable(activateClass)).Tap());
- yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 1, activateClass).Draw());
- if (card.Owner.HandCards.Count >= 1)
- {
- int discardCount = 1;
- SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
- selectHandEffect.SetUp(
- selectPlayer: card.Owner,
- canTargetCondition: (cardSource) => true,
- canTargetCondition_ByPreSelecetedList: null,
- canEndSelectCondition: null,
- maxCount: discardCount,
- canNoSelect: false,
- canEndNotMax: false,
- isShowOpponent: true,
- selectCardCoroutine: null,
- afterSelectCardCoroutine: null,
- mode: SelectHandEffect.Mode.Discard,
- cardEffect: activateClass);
- yield return StartCoroutine(selectHandEffect.Activate());
- }
- }
- }
- }
- }
- if (timing == EffectTiming.SecuritySkill)
- {
- cardEffects.Add(CardEffectFactory.PlaySelfTamerSecurityEffect(card));
- }
- return cardEffects;
- }
- }
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