internal override void ActivateForGhost(Ghost ghost, Vector2 location, ProjectileShotDirection direction) { var newObject = AttachableEffect.Res.Instantiate(); Scene.Current.AddObject(newObject); newObject.Parent = ghost.GameObj; newObject.Transform.RelativePos = new Vector3(0, 0, -20); ghost.AssignStatusEffect(new ShieldEffect(newObject) { Duration = 5 }); }