RiftMayhem/Assets/Scripts/AbilitySystem/Effects/DamageIncomeModifierEffect.cs
Pedro Gomes c61de8834c Status effect system
absorb status effect
added absorb to priest holyball
2024-07-07 00:56:05 +01:00

25 lines
949 B
C#

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<Taggable> targets)
{
base.ApplyEffect(user, targets);
foreach (Taggable target in targets)
{
targetDamageIncomeModifierEffect = target.GetComponent<DamageIncomeModifierEffectInstance>();
targetDamageIncomeModifierEffect.owner.RPC(nameof(targetDamageIncomeModifierEffect.RPC_ApplyDamageIncomeModifierEffect), targetDamageIncomeModifierEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this));
}
}
}