using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "DamageIncomeModifierEffect", menuName = "RiftMayhem/AbilitySystem/Effects/DamageIncomeModifier Effect", order = 1)] public class DamageIncomeModifierEffect : StatusEffect { public float damageIncomeModifierPercentage; DamageIncomeModifierEffectInstance targetDamageIncomeModifierEffect; public override void ApplyEffect(Taggable user, List targets) { base.ApplyEffect(user, targets); if (applyToTargetsHit) { foreach (Taggable target in targets) { targetDamageIncomeModifierEffect = target.GetComponent(); targetDamageIncomeModifierEffect.owner.RPC(nameof(targetDamageIncomeModifierEffect.RPC_ApplyDamageIncomeModifierEffect), targetDamageIncomeModifierEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this)); } } if(applyToSelf) { targetDamageIncomeModifierEffect = user.GetComponent(); targetDamageIncomeModifierEffect.ApplyEffect(this); } } }