private void DoHit(Attackable target) { foreach (MissileEffect e in data.onHit) { switch (e.type) { case MissileEffectType.Buff: if (target is Character) { Character c = (Character)target; c.AddBuff(new BuffInstance() { buff = e.buffData, duration = e.buffDuration, origin = owner, target = c, canExpire = true }); } break; case MissileEffectType.Damage: target.Damage(e.damageAmount, e.damageType); break; case MissileEffectType.ParticleBurst: break; default: break; } } }
public override IEnumerator OnTriggerEffects(Character caster, Character target) { caster.AddBuff(new BuffInstance { buff = buff, duration = duration, origin = caster, target = caster, canExpire = true }); yield return(null); }