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using UnityEngine;
public class LifeSteal : DealtDamageEffect
{
private HealthHandler health;
public float multiplier;
public override void DealtDamage(Vector2 damage, bool selfDamage, Player damagedPlayer = null)
{
if (!selfDamage)
{
if (!health)
{
health = GetComponentInParent<HealthHandler>();
}
health.Heal(damage.magnitude * multiplier);
}
}
}
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