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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;
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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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