using UnityEngine; public class SE_HealthUpgrade : StatusEffect { [Header("Health")] public float m_moreHealth; [Header("Stamina")] public float m_moreStamina; public EffectList m_upgradeEffect = new EffectList(); public override void Setup(Character character) { base.Setup(character); } public override void Stop() { base.Stop(); Player player = m_character as Player; if ((bool)player) { if (m_moreHealth > 0f) { player.SetMaxHealth(m_character.GetMaxHealth() + m_moreHealth, flashBar: true); player.SetHealth(m_character.GetMaxHealth()); } if (m_moreStamina > 0f) { player.SetMaxStamina(m_character.GetMaxStamina() + m_moreStamina, flashBar: true); } m_upgradeEffect.Create(m_character.transform.position, Quaternion.identity); } } }