using System.Collections.Generic; using System.Linq; using Wizard.Battle.UI; using Wizard.Battle.View.Vfx; public class Skill_draw : SkillBase { private const string CARD_OPEN_TRUE = "true"; private bool _isActiveChangeShortageDeck; public override bool IsAllowDestroyTarget => true; public override bool IsVisibleTarget { get; protected set; } public bool IsActiveChangeShortageDeck => _isActiveChangeShortageDeck; public Skill_draw(SkillParameter skillPrm, string option) : base(skillPrm, option) { } public override VfxWithLoading Start(CallParameter parameter) { _isActiveChangeShortageDeck = false; List list = parameter.targetCards.ToList(); IsVisibleTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_open, string.Empty) == "true"; BattlePlayerBase battlePlayerBase = ((!(base.ApplyBattlePlayerFilter is SelfBattlePlayerFilter)) ? base.SkillPrm.opponentBattlePlayer : base.SkillPrm.selfBattlePlayer); bool isPlayer = battlePlayerBase.IsPlayer; bool flag = false; flag = base.ApplyCardFilterList.Where((ISkillCardFilter f) => f.GetType() != typeof(SkillNullFilter) && f.GetType() != typeof(SkillAllCardFilter)).Count() < 1 && battlePlayerBase.CheckShortageDeck(base.ApplySelectFilter.CalcCount(base.OptionValue), parameter.skillProcessor, out _isActiveChangeShortageDeck); SkillProcessor skillProcessor = parameter.skillProcessor; bool isVisibleTarget = IsVisibleTarget; SkillResultInfo calledSkillResultInfo = parameter.calledSkillResultInfo; VfxWith> vfxWith = battlePlayerBase.DrawManagement(list, skillProcessor, isVisibleTarget, flag, calledSkillResultInfo, this); if (vfxWith.Value.Count() <= 0 && !flag) { return NullVfxWithLoading.GetInstance(); } List list2 = list.Where((BattleCardBase s) => s.IsInHand).ToList(); for (int num = 0; num < list2.Count(); num++) { base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillDrewCard(list2.ElementAt(num)); BattleLogManager.GetInstance().UpdateFusionedCardSkillDrewCard(base.SkillPrm.ownerCard); } if (IsBattleLog) { BattleLogManager.GetInstance().AddLogSkillDrawCard(list2, this, IsVisibleTarget, isPlayer, isOverDraw: false); BattleLogManager.GetInstance().AddLogSkillDrawCard(list.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, IsVisibleTarget, isPlayer, isOverDraw: true); } VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(); vfxWithLoadingSequential.RegisterToMainVfx(vfxWith.Vfx); return vfxWithLoadingSequential; } }