BT6_100.cs 4.2 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_100 : 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] Reveal the top 2 cards of your deck. Place 1 of them on top of your security stack face down. Add the remaining card to your hand. Then, place this card in your battle area.";
  22. }
  23. bool CanSelectCardCondition(CardSource cardSource)
  24. {
  25. return card.Owner.CanAddSecurity(activateClass);
  26. }
  27. bool CanUseCondition(Hashtable hashtable)
  28. {
  29. return CardEffectCommons.CanTriggerOptionMainEffect(hashtable, card);
  30. }
  31. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  32. {
  33. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.SimplifiedRevealDeckTopCardsAndSelect(
  34. revealCount: 2,
  35. simplifiedSelectCardConditions:
  36. new SimplifiedSelectCardConditionClass[]
  37. {
  38. new SimplifiedSelectCardConditionClass(
  39. canTargetCondition:CanSelectCardCondition,
  40. message: "Select 1 card to add to your security.",
  41. mode: SelectCardEffect.Mode.Custom,
  42. maxCount: 1,
  43. selectCardCoroutine: SelectCardCoroutine),
  44. },
  45. remainingCardsPlace: RemainingCardsPlace.AddHand,
  46. activateClass: activateClass,
  47. canNoSelect: false
  48. ));
  49. IEnumerator SelectCardCoroutine(CardSource cardSource)
  50. {
  51. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddSecurityCard(cardSource));
  52. }
  53. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: card, cardEffect: activateClass));
  54. }
  55. }
  56. if (timing == EffectTiming.OnDeclaration)
  57. {
  58. ActivateClass activateClass = new ActivateClass();
  59. activateClass.SetUpICardEffect("Memory +3", CanUseCondition, card);
  60. activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription());
  61. cardEffects.Add(activateClass);
  62. string EffectDiscription()
  63. {
  64. 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 3 memory.";
  65. }
  66. bool CanUseCondition(Hashtable hashtable)
  67. {
  68. return CardEffectCommons.CanDeclareOptionDelayEffect(card);
  69. }
  70. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  71. {
  72. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.DeletePeremanentAndProcessAccordingToResult(targetPermanents: new List<Permanent>() { card.PermanentOfThisCard() }, activateClass: activateClass, successProcess: permanents => SuccessProcess(), failureProcess: null));
  73. IEnumerator SuccessProcess()
  74. {
  75. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(3, activateClass));
  76. }
  77. }
  78. }
  79. if (timing == EffectTiming.SecuritySkill)
  80. {
  81. cardEffects.Add(CardEffectFactory.PlaceSelfDelayOptionSecurityEffect(card));
  82. }
  83. return cardEffects;
  84. }
  85. }