Exemplo n.º 1
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 /// <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);