EX11_025.cs 5.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. // FunBeemon
  4. namespace DCGO.CardEffects.EX11
  5. {
  6. public class EX11_025 : CEntity_Effect
  7. {
  8. public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
  9. {
  10. List<ICardEffect> cardEffects = new List<ICardEffect>();
  11. #region Alternative Digivolution Condition
  12. if (timing == EffectTiming.None)
  13. {
  14. bool PermanentCondition(Permanent targetPermanent)
  15. {
  16. return targetPermanent.TopCard.IsLevel2
  17. && targetPermanent.TopCard.HasRoyalBaseTraits;
  18. }
  19. cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect(
  20. permanentCondition: PermanentCondition,
  21. digivolutionCost: 0,
  22. ignoreDigivolutionRequirement: false,
  23. card: card,
  24. condition: null)
  25. );
  26. }
  27. #endregion Alternative Digivolution Condition
  28. #region All Turns - Security
  29. if (timing == EffectTiming.None)
  30. {
  31. bool Condition()
  32. {
  33. return CardEffectCommons.IsExistInSecurity(card, false)
  34. && CardEffectCommons.IsOpponentTurn(card);
  35. }
  36. bool PermanentCondition(Permanent permanent)
  37. {
  38. return CardEffectCommons.IsPermanentExistsOnOwnerBattleAreaDigimon(permanent, card)
  39. && permanent.TopCard.EqualsTraits("Royal Base");
  40. }
  41. cardEffects.Add(CardEffectFactory.RebootStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: false, card: card, Condition));
  42. }
  43. #endregion
  44. #region Start of Your Main Phase
  45. if (timing == EffectTiming.OnStartMainPhase)
  46. {
  47. ActivateClass activateClass = new ActivateClass();
  48. activateClass.SetUpICardEffect("Add top face down security to hand. Place [Royal Base] face up to bottom of security.", CanUseCondition, card);
  49. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDescription());
  50. cardEffects.Add(activateClass);
  51. string EffectDescription()
  52. {
  53. return "[Start of Your Main Phase] Add your top face-down security card to the hand. Then, you may place 1 [Royal Base] trait Digimon card from your hand face up as the bottom security card.";
  54. }
  55. bool CanUseCondition(Hashtable hashtable)
  56. {
  57. return CardEffectCommons.IsExistOnBattleArea(card)
  58. && CardEffectCommons.IsOwnerTurn(card);
  59. }
  60. bool CanActivateCondition(Hashtable hashtable)
  61. {
  62. return CardEffectCommons.IsExistOnBattleArea(card);
  63. }
  64. bool IsRoyalBaseDigimon(CardSource cardSource)
  65. {
  66. return cardSource.IsDigimon
  67. && cardSource.EqualsTraits("Royal Base");
  68. }
  69. IEnumerator ActivateCoroutine(Hashtable hashtable)
  70. {
  71. foreach (CardSource source in card.Owner.SecurityCards)
  72. {
  73. if (!source.IsFlipped)
  74. continue;
  75. yield return ContinuousController.instance.StartCoroutine(
  76. CardObjectController.AddHandCards(new List<CardSource>() { source }, false, activateClass));
  77. yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
  78. player: card.Owner,
  79. refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
  80. activateClass).ReduceSecurity());
  81. break;
  82. }
  83. if (CardEffectCommons.HasMatchConditionOwnersHand(card, IsRoyalBaseDigimon) && card.Owner.CanAddSecurity(activateClass))
  84. {
  85. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  86. selectHandEffect.SetUp(
  87. selectPlayer: card.Owner,
  88. canTargetCondition: IsRoyalBaseDigimon,
  89. canTargetCondition_ByPreSelecetedList: null,
  90. canEndSelectCondition: null,
  91. maxCount: 1,
  92. canNoSelect: true,
  93. canEndNotMax: false,
  94. isShowOpponent: true,
  95. selectCardCoroutine: null,
  96. afterSelectCardCoroutine: null,
  97. mode: SelectHandEffect.Mode.PutSecurityBottom,
  98. cardEffect: activateClass);
  99. selectHandEffect.SetIsFaceup();
  100. yield return StartCoroutine(selectHandEffect.Activate());
  101. }
  102. }
  103. }
  104. #endregion
  105. #region ESS
  106. if (timing == EffectTiming.None)
  107. {
  108. bool Condition()
  109. {
  110. return CardEffectCommons.IsExistOnBattleArea(card);
  111. }
  112. cardEffects.Add(CardEffectFactory.ChangeSelfDPStaticEffect(changeValue: 1000, isInheritedEffect: true, card: card, condition: Condition));
  113. }
  114. #endregion
  115. return cardEffects;
  116. }
  117. }
  118. }