using Photon.Pun; public class BleedEffectInstance : BaseDamageOverTimeEffectInstance { public override DamageOverTimeType DamageType => DamageOverTimeType.Bleed; protected override void Awake() { base.Awake(); mitigationType = global::DamageType.Attack; } [PunRPC] public void RPC_ApplyDamageOverTimeEffectBleed(int effectIndex, float value) { ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value); } [PunRPC] public void RPC_EffectAppliedBleed() { OnEffectStackAddedEvent.Invoke(); } [PunRPC] public void RPC_EffectEndedBleed() { OnEffectEnded.Invoke(); } }