/// <summary> /// Sets a <seealso cref="BuffType"/> for a unit's game state (so that other computation within the same frame doesn't attempt to do something else with the unit) /// </summary> /// <param name="buff"></param> /// <remarks>This will technically add a bunch of buffs that an entity "can't" have, but are effectively all identical. /// (e.g. "Banshee Cloak", "Ghost Cloak", "Dark Templar Cloak", and "Mothership Field Cloak") /// </remarks> public void SetBuff(BuffType buff) => translator.ApplyBuffType(this, buff);