public static TimeEffect Creat(Unit targetUnit, EffectType EffectType,float power = 0, float totalTime = 10) { TimeEffect effect = null; switch (EffectType) { case EffectType.doubleDamage: effect = new DDEffect(targetUnit, totalTime); break; case EffectType.freez: effect = new FreezEffet(targetUnit, totalTime); break; case EffectType.fire: effect = new FireEffect(targetUnit, totalTime, power); break; case EffectType.parameter: Debug.LogError("Dont creat this effect type bu this method"); break; } CheckOldEffect(targetUnit, effect); targetUnit.efftcs.Add(effect); return effect; }
public static TimeEffect Creat(Unit targetUnit, EffectType EffectType,float power = 0) { Debug.Log("Effect setted " + EffectType); TimeEffect effect = null; switch (EffectType) { case EffectType.doubleDamage: effect = new DDEffect(targetUnit); break; case EffectType.slow: // targetUnit.Parameters.Parameters[ParamType.Speed] /= 3f; break; case EffectType.freez: break; case EffectType.speed: effect = new SpeedEffect(targetUnit); break; case EffectType.fire: effect = new FireEffect(targetUnit,power); break; } return effect; }