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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 way
switch (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();
}
}
}