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public class SequenceInvocation
{
public float CurrentTime {get; set;}
public float LastTime {get; set;}
public int CurrentIdx {get; set;}
public EffectContext Context {get; set;}
}
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using UnityEngine;
using System.Linq;
public class CountTagsImmidiateEffect : IEffect
{
TagColor Color { get; set; }
AreaOfEffect AreaOfEffect {get; set;}
bool FriendOrFoeOff { get; set; }
public void Effect(EffectContext context) {
var targets = AreaOfEffect.GetEffectedUnits(context.EffectLocation).Select(t => t.GetComponent<TaggableUnit>()).Where(t => t!=null);
// TODO: Apply friendOrFoeOff
float amount = 0;
foreach (TaggableUnit taggableUnit in targets) {
amount += taggableUnit.CurrentTags[Color];
}
context.CurrentTags[Color] += amount;
TagCounter tags = new (){};
tags[Color]+= amount;
context.EffectSystem.AppalyTagsEffect(tags, context.EffectLocation, AreaOfEffect);
}
public void Apply(EffectContext context) {}
public void Populate(EffectRef effectRef) {
Color = effectRef.Color;
AreaOfEffect = effectRef.Area;
FriendOrFoeOff = effectRef.FriendOrFoeOff;
}
}
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