public void Fire(Vector3 Direction, float AttackPower, GameObject owner, AttackDebuffs debuffs) { this.debuffs = debuffs; this.owner = owner; damage = (int)(damage * AttackPower); rbody.AddForce(Direction.normalized * launchForce, ForceMode.Impulse); }
private void Start() { // Create some debuffs that will be applied on attack AttackDebuffs poisonDebuff = () => { return(new PoisonedStatus(5, 10)); }; AttackDebuffs slowDebuff = () => { return(new SlowStatus(1, 10)); }; // Add them to the debuff delegate debuffs = poisonDebuff + slowDebuff; }