ST4_11.cs 2.6 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 ST4_11 : 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.OnEndBattle)
  14. {
  15. ActivateClass activateClass = new ActivateClass();
  16. activateClass.SetUpICardEffect("Trash the top card of opponent's security", CanUseCondition, card);
  17. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription());
  18. activateClass.SetIsInheritedEffect(true);
  19. activateClass.SetHashString("TrashSecurity_ST4_11");
  20. cardEffects.Add(activateClass);
  21. string EffectDiscription()
  22. {
  23. return "[Your Turn][Once Per Turn] When this Digimon deletes an opponent's Digimon in battle and survives, trash the top card of your opponent's security stack.";
  24. }
  25. bool CanUseCondition(Hashtable hashtable)
  26. {
  27. if (CardEffectCommons.IsExistOnBattleArea(card))
  28. {
  29. if (CardEffectCommons.IsOwnerTurn(card))
  30. {
  31. bool WinnerCondition(Permanent permanent) => permanent.cardSources.Contains(card);
  32. bool LoserCondition(Permanent permanent) => CardEffectCommons.IsOpponentPermanent(permanent, card);
  33. if (CardEffectCommons.CanTriggerWhenDeleteOpponentDigimonByBattle(hashtable: hashtable, winnerCondition: WinnerCondition, loserCondition: LoserCondition, isOnlyWinnerSurvive: true))
  34. {
  35. return true;
  36. }
  37. }
  38. }
  39. return false;
  40. }
  41. bool CanActivateCondition(Hashtable hashtable)
  42. {
  43. if (CardEffectCommons.IsExistOnBattleArea(card))
  44. {
  45. return true;
  46. }
  47. return false;
  48. }
  49. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  50. {
  51. yield return ContinuousController.instance.StartCoroutine(new IDestroySecurity(
  52. player: card.Owner.Enemy,
  53. destroySecurityCount: 1,
  54. cardEffect: activateClass,
  55. fromTop: true).DestroySecurity());
  56. }
  57. }
  58. return cardEffects;
  59. }
  60. }