public void ApplyEffectDirectly(DamageEffectData damage, GameObject obj) { if (!blackListObjects.Contains(obj)) { damage.ApplyResistances(healthData.resistancesData.TotalResistance()); damage.RollForEffectChance(); damage.SetInitalScores(); freezeChanged = persistantDamages.freeze.GetScore() > 0; persistantDamages.CheckEffectScores(damage); originalPersistantDamages.CheckEffectScores(damage); if (damage.fire.GetScore() > 0 || damage.acid.GetScore() > 0) { blackListObjects.Add(obj); } } }