public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().CreateCardToHand(new ShieldDrone()); CardAbilityProcs.Discharge(this, () => { action().CreateCardToHand(new ShieldDrone()); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyDefense(target, this.Owner, BaseDefenseValue); CardAbilityProcs.Discharge(this, () => { state().energy++; }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); CardAbilityProcs.Discharge(this, () => { action().AttackUnitForDamage(target, this.Owner, 20, this); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().CreateCardToHand(new AutocannonSentry()); action().CreateCardToHand(new AutocannonSentry()); CardAbilityProcs.Discharge(this, () => { CardAbilityProcs.GainDataPoints(this, 1); Action_Exhaust(); }); }