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using UnityEngine;class EffectSystem{ParticleSystem RippleOutVfx;public EffectSystem(ParticleSystem rippleOutVfx) {RippleOutVfx = rippleOutVfx;}public void AppalyTagsEffect(TagCounter tags, Transform origin, AreaOfEffect areaOfEffect) {switch (areaOfEffect.shape) {case AoeShape.SingleTarget: AppalyTagsEffectSingle(tags, origin); break;case AoeShape.Radius: AppalyTagsEffectRadius(tags, origin, areaOfEffect); break;}}private void AppalyTagsEffectSingle(TagCounter tags, Transform origin) {}private void AppalyTagsEffectRadius(TagCounter tags, Transform origin, AreaOfEffect areaOfEffect) {Debug.Log("Applying effect");ParticleSystem newVfx = Object.Instantiate(RippleOutVfx, origin.position, Quaternion.identity);var mm = newVfx.main;mm.startSize = Mathf.Max(areaOfEffect.width, areaOfEffect.length);mm.startColor = new ParticleSystem.MinMaxGradient(Color.red);newVfx.Play(true);}}
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public class ReleaseEffect : IEffect{AreaOfEffect AreaOfEffect {get; set;}public void Effect(EffectContext context) {context.TriggerEffect(AreaOfEffect);}public void Populate(EffectRef effectRef) {AreaOfEffect = effectRef.Area;}}
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