using UnityEngine; using Wizard.Battle.View.Vfx; public class Skill_change_union_burst_count : SkillBase { public Skill_change_union_burst_count(SkillParameter skillPrm, string option) : base(skillPrm, option) { } public override VfxWithLoading Start(CallParameter parameter) { int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, -1); VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(); foreach (BattleCardBase targetCard in parameter.targetCards) { targetCard.SkillApplyInformation.GiveUnionBurstCount(new UnionBurstCountAddModifier(-num)); if (targetCard.HasUnionBurst && (targetCard.IsPlayer || SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch)) { GameObject effectGameObject = null; vfxWithLoadingSequential.RegisterToLoadingVfx(NullVfx.GetInstance()); vfxWithLoadingSequential.RegisterToMainVfx(NullVfx.GetInstance()); } } return vfxWithLoadingSequential; } public int GetGainUnionBurstCount() { return base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, 0); } }