using System.Collections.Generic; using System.Linq; public class NetworkSkill_random_array : Skill_random_array { public NetworkSkill_random_array(NetworkBattleManagerBase battleManager, SkillParameter skillPrm, string option) : base(skillPrm, option) { NetworkSkill_random_array networkSkill_random_array = this; if (GameMgr.GetIns().IsAdminWatch || base.SkillPrm.ownerCard.IsPlayer) { return; } base.OnSkillStart += delegate(SkillBase skill, List targetsCard, SkillConditionCheckerOption checkeroption) { if (!targetsCard.Any((BattleCardBase c) => !c.IsInHand && !c.IsInDeck)) { List receiveCardList = battleManager.networkBattleData.GetReceiveData().GetReceiveCardList(); int i; for (i = 0; i < targetsCard.Count; i++) { CardDataModel cardDataModel = receiveCardList.SingleOrDefault((CardDataModel c) => c.Index == targetsCard[i].Index); if (cardDataModel != null && !(cardDataModel.AttachTarget == string.Empty)) { string[] array = cardDataModel.AttachTarget.Split(','); for (int num = 0; num < array.Length; num++) { if (int.TryParse(array[num], out var targetSkillCount)) { SkillBase skillBase = battleManager.PublishedSkillList.SingleOrDefault((SkillBase s) => s.PublishedActiveSkillCount == targetSkillCount); if (skillBase != null && skillBase.PreprocessList.SingleOrDefault((SkillPreprocessBase p) => p is SkillPreprocessRandomArrayIndex) is SkillPreprocessRandomArrayIndex skillPreprocessRandomArrayIndex) { networkSkill_random_array.AddSelectedIndex(targetsCard[i], skillPreprocessRandomArrayIndex.RandomIndexes.ToList()); } } } } } } }; } private void AddSelectedIndex(BattleCardBase key, List values) { if (!base.SelectedIndex.ContainsKey(key)) { base.SelectedIndex[key] = new List(); } for (int i = 0; i < values.Count; i++) { if (!base.SelectedIndex[key].Contains(values[i])) { base.SelectedIndex[key].Add(values[i]); } } } }