- all effects now properly scale with stats, making it possible to scale with multiple stats
14 lines
453 B
C#
14 lines
453 B
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//[CreateAssetMenu(fileName = "BaseEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Base Effect", order = 1)]
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public class BaseEffect : ScriptableObject
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{
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public List<GameTag> tags = new List<GameTag>();
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public List<StatInfluence> influencingStats = new List<StatInfluence>();
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public virtual void ApplyEffect(Taggable user, List<Taggable> targets) { }
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}
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