public virtual bool AddEffect(Effectable eff) { return(false); }
// Use this for initialization void Start() { eff = GetComponentInParent <Entities.Effectable>(); }
public virtual bool ChangeStrength(Effectable eff, ref float strength) { return(false); }
public virtual bool ShouldPickup(Effectable eff) { return(true); }
public virtual bool ChangeRange(Effectable eff, ref float range) { return(false); }
public virtual bool ChangeTime(Effectable eff, ref float time) { return(false); }
public virtual bool OnSpawn(Effectable eff) { return(false); }
public virtual bool OnDestroyed(Effectable eff) { return(false); }
public virtual bool DuringAttack(Effectable eff, Vector2 pos) { return(false); }
public virtual bool OnHit(Effectable eff, Resources resources) { return(false); }
public virtual bool PerTick(Effectable eff) { return(false); }