protected virtual void ApplyContinuousEffect(PlayerAgent triggeringComponent, float timeStep) { int applicableEffect = 0; if (triggeringComponent != null) { switch (effectType) { case ItemData.EffectType.HP: accumulatedEffect += timeStep * effectSpeed; applicableEffect = (int)accumulatedEffect; if (applicableEffect != 0) { accumulatedEffect -= applicableEffect; triggeringComponent.AddToCurrentHP(applicableEffect, false); } break; } } }