protected override bool CreateAndRegisterStatus(GameObject target) { StatusStatAdjustment newStatus = new StatusStatAdjustment(statusInfo, adjInfo); //Debug.Log(newStatus.statusType + " has been made"); activeStatus.Add(newStatus); StatusManager.AddStatus(target, newStatus); return(true); }
protected override bool CreateAndRegisterStatus(GameObject target) { StatusStatAdjustment newStatus = new StatusStatAdjustment(statusInfo, adjInfo); //if(interval > 0) //{ // newStatus = new StatusStatAdjustment(statusTypeInfo, adjInfo, duration, interval); //} //else //{ // newStatus = new StatusStatAdjustment(statusTypeInfo, adjInfo, duration); //} activeStatus.Add(newStatus); StatusManager.AddStatus(target, newStatus); return(true); }