// helper function to spawn the skill effect on someone // (used by all the buff implementations and to load them after saving) public void SpawnEffect(Entity caster, Entity spawnTarget) { if (effect != null) { GameObject go = Instantiate(effect.gameObject, spawnTarget.transform.position, Quaternion.identity); BuffSkillEffect effectComponent = go.GetComponent <BuffSkillEffect>();// tie this back in to my effect system? effectComponent.caster = caster; effectComponent.target = spawnTarget; effectComponent.buffName = name; } }
// helper function to spawn the skill effect on someone // (used by all the buff implementations and to load them after saving) public void SpawnEffect(Entity caster, Entity spawnTarget) { if (effect != null) { GameObject go = Instantiate(effect.gameObject, spawnTarget.transform.position, Quaternion.identity); BuffSkillEffect effectComponent = go.GetComponent <BuffSkillEffect>(); effectComponent.caster = caster; effectComponent.target = spawnTarget; effectComponent.buffName = name; NetworkServer.Spawn(go); } }