public override IEnumerator DoEffectCoroutine(BaseUnit target, GameObject source, Vector3 attackPosition) { if(Random.Range(0f, 1f) < hitChance) { target.SetMovementSpeedBuff(-slowAmount); /* float startTime = Time.time; Color slowColor = new Color(0f, 0f, 1f); while (startTime + duration > Time.time) { float pct = Mathf.PingPong((Time.time - startTime) * 10f, 1f); target.SetDamageBodyColor(slowColor, pct); yield return new WaitForEndOfFrame(); } target.SetDamageBodyColor(slowColor, 0f); */ yield return new WaitForSeconds(duration); target.SetMovementSpeedBuff(slowAmount); } yield return null; }