using UnityEngine; public class ChillingTouch : DamageEffect { public float baseSlow = 0.2f; public float scalingSlow = 0.01f; private AttackLevel level; private void Start() { level = GetComponent(); } public override void DoDamageEffect(Vector2 dmg, bool selfDmg, Player damagedPlayer = null) { damagedPlayer.data.stats.RPCA_AddSlow((baseSlow + dmg.magnitude * scalingSlow) * (1f + ((float)level.attackLevel - 1f) * 0.3f)); } }