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using System.Collections;using System.Collections.Generic;using UnityEngine;public class ApplyDamageEffect : IEffect{AreaOfEffect area {get; set;}bool friendOrFoeOff { get; set;}public void Effect(EffectContext context) {var targets = area.GetEffectedUnits(context.caster);// TODO: Do damage}}
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using System.Collections;using System.Collections.Generic;using UnityEngine;using System;[System.Serializable]public class EffectRef{public string EffectType;public TagColor color;public float multiplicative;public float flat;public bool multiplicativeBeforeFlat;public AreaOfEffect area;public bool friendOrFoeOff;public IEffect Build() {// TODO: Find a better wayswitch (EffectType) {case "AddTags": return new AddTagsEffect {};case "RemoveTags": return new RemoveTagsEffect {};case "AccumulateDamageByTag": return new AccumulateDamageByTagEffect {};case "ApplyDamage": return new ApplyDamageEffect {};case "CountTags": return new CountTagsEffect {};default: throw new IndexOutOfRangeException();}}}