public void ApplyEffects(List <Node> targets, int intelligence) { for (int i = 0; i < targets.Count; ++i) { if (targets[i].Unit != null) { BlessEffect effect = new BlessEffect(); effect.Initialize(targets[i].Unit, stats.GetStat(StatType.DURATION).Value + intelligence / stats.GetStat(StatType.DURATIONSCALING).Value); } } }
public void ApplyEffects(List <Node> _targets, int intelligence) { List <Node> validTargets = new List <Node> (); for (int i = 0; i < _targets.Count; ++i) { if (_targets[i].Unit != null) { validTargets.Add(_targets[i]); BlessEffect effect = new BlessEffect(); effect.Initialize(_targets[i].Unit, stats.GetStat(StatType.DURATION).Value + intelligence / stats.GetStat(StatType.DURATIONSCALING).Value); } } targets = validTargets; }