/// <summary> /// Mise à jour de l'effet /// </summary> /// <param name="status">Status du personnage affecté</param> /// <returns>Vérifie si l'état est fini</returns> public bool Effect(Status status) { switch (type) { case Condition.StateType.HEAL: status.AddHeal(value); break; case Condition.StateType.POISONED: status.AddDamage(value); break; case Condition.StateType.CURSED: status.maxLife = value; break; } if (time > 0) { time -= Time.deltaTime; if (type == Condition.StateType.CURSED) { status.maxLife = 1; } return(time <= 0); } return(false); }