ST1_06.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 ST1_06 : 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.BlockerSelfStaticEffect(isInheritedEffect: false, card: card, condition: null));
  16. }
  17. if (timing == EffectTiming.OnAllyAttack)
  18. {
  19. ActivateClass activateClass = new ActivateClass();
  20. activateClass.SetUpICardEffect("Memory -2", CanUseCondition, card);
  21. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
  22. cardEffects.Add(activateClass);
  23. string EffectDiscription()
  24. {
  25. return "[When Attacking] Lose 2 memory.";
  26. }
  27. bool CanUseCondition(Hashtable hashtable)
  28. {
  29. return CardEffectCommons.CanTriggerOnAttack(hashtable, card);
  30. }
  31. bool CanActivateCondition(Hashtable hashtable)
  32. {
  33. if (CardEffectCommons.IsExistOnBattleArea(card))
  34. {
  35. return true;
  36. }
  37. return false;
  38. }
  39. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  40. {
  41. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(-2, activateClass));
  42. }
  43. }
  44. return cardEffects;
  45. }
  46. }