EX12_008.cs 4.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. // ToyAgumon
  4. namespace DCGO.CardEffects.EX12
  5. {
  6. public class EX12_008 : CEntity_Effect
  7. {
  8. public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
  9. {
  10. List<ICardEffect> cardEffects = new List<ICardEffect>();
  11. #region Alternate Digivolution Condition
  12. if (timing == EffectTiming.None)
  13. {
  14. bool PermanentCondition(Permanent targetPermanent)
  15. {
  16. return targetPermanent.TopCard.EqualsTraits("ME");
  17. }
  18. cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect(permanentCondition: PermanentCondition, digivolutionCost: 0, ignoreDigivolutionRequirement: false, card: card, condition: null, level: 2));
  19. }
  20. #endregion
  21. #region Start of Your Main Phase
  22. if (timing == EffectTiming.OnStartMainPhase)
  23. {
  24. ActivateClass activateClass = new ActivateClass();
  25. activateClass.SetUpICardEffect("Trash 1 [Puppet]/[ME] from hand to <Draw 1> and gain 1 memory", CanUseCondition, card);
  26. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDescription());
  27. activateClass.SetIsSkippable(true);
  28. cardEffects.Add(activateClass);
  29. string EffectDescription()
  30. {
  31. return "[Start of Your Main Phase] By trashing 1 card with the [Puppet] or [ME] trait from your hand, <Draw 1> and gain 1 memory.";
  32. }
  33. bool CanSelectCardCondition(CardSource cardSource)
  34. {
  35. return cardSource.EqualsTraits("Puppet")
  36. || cardSource.EqualsTraits("ME");
  37. }
  38. bool CanUseCondition(Hashtable hashtable)
  39. {
  40. return CardEffectCommons.IsExistOnBattleAreaTrigger(card, activateClass)
  41. && CardEffectCommons.IsOwnerTurn(card);
  42. }
  43. bool CanActivateCondition(Hashtable hashtable)
  44. {
  45. return CardEffectCommons.IsExistOnBattleAreaActivate(card, activateClass)
  46. && CardEffectCommons.HasMatchConditionOwnersHand(card, CanSelectCardCondition);
  47. }
  48. IEnumerator ActivateCoroutine(Hashtable _hashtable)
  49. {
  50. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  51. selectHandEffect.SetUp(
  52. selectPlayer: card.Owner,
  53. canTargetCondition: CanSelectCardCondition,
  54. canTargetCondition_ByPreSelecetedList: null,
  55. canEndSelectCondition: null,
  56. maxCount: 1,
  57. canNoSelect: true,
  58. canEndNotMax: false,
  59. isShowOpponent: true,
  60. selectCardCoroutine: null,
  61. afterSelectCardCoroutine: AfterSelectCardCoroutine,
  62. mode: SelectHandEffect.Mode.Discard,
  63. cardEffect: activateClass);
  64. yield return StartCoroutine(selectHandEffect.Activate());
  65. IEnumerator AfterSelectCardCoroutine(List<CardSource> cardSources)
  66. {
  67. if (cardSources.Count >= 1)
  68. {
  69. yield return ContinuousController.instance.StartCoroutine(new DrawClass(card.Owner, 1, activateClass).Draw());
  70. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass));
  71. }
  72. }
  73. }
  74. }
  75. #endregion
  76. #region Inherited Raid
  77. if (timing == EffectTiming.OnAllyAttack)
  78. {
  79. cardEffects.Add(CardEffectFactory.RaidSelfEffect(isInheritedEffect: true, card: card, condition: null));
  80. }
  81. #endregion
  82. return cardEffects;
  83. }
  84. }
  85. }