BT8_108.cs 3.2 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 BT8_108 : 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] Trash the top 2 cards of your deck and <Draw 1>. (Draw 1 card from your deck.) Then, place this card in your Battle Area.";
  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 IAddTrashCardsFromLibraryTop(2, card.Owner, activateClass).AddTrashCardsFromLibraryTop());
  30. yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 1, activateClass).Draw());
  31. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.PlaceDelayOptionCards(card: card, cardEffect: activateClass));
  32. }
  33. }
  34. if (timing == EffectTiming.OnDeclaration)
  35. {
  36. ActivateClass activateClass = new ActivateClass();
  37. activateClass.SetUpICardEffect("Memory +2", CanUseCondition, card);
  38. activateClass.SetUpActivateClass(null, ActivateCoroutine, -1, false, EffectDiscription());
  39. cardEffects.Add(activateClass);
  40. string EffectDiscription()
  41. {
  42. 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.";
  43. }
  44. bool CanUseCondition(Hashtable hashtable)
  45. {
  46. return CardEffectCommons.CanDeclareOptionDelayEffect(card);
  47. }
  48. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  49. {
  50. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.DeletePeremanentAndProcessAccordingToResult(targetPermanents: new List<Permanent>() { card.PermanentOfThisCard() }, activateClass: activateClass, successProcess: permanents => SuccessProcess(), failureProcess: null));
  51. IEnumerator SuccessProcess()
  52. {
  53. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(2, activateClass));
  54. }
  55. }
  56. }
  57. if (timing == EffectTiming.SecuritySkill)
  58. {
  59. cardEffects.Add(CardEffectFactory.PlaceSelfDelayOptionSecurityEffect(card));
  60. }
  61. return cardEffects;
  62. }
  63. }