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using UnityEngine;
public class SE_Smoke : StatusEffect
{
[Header("SE_Burning")]
public HitData.DamageTypes m_damage;
public float m_damageInterval = 1f;
private float m_timer;
public override bool CanAdd(Character character)
{
if (character.m_tolerateSmoke)
{
return false;
}
return base.CanAdd(character);
}
public override void UpdateStatusEffect(float dt)
{
base.UpdateStatusEffect(dt);
m_timer += dt;
if (m_timer > m_damageInterval)
{
m_timer = 0f;
HitData hitData = new HitData();
hitData.m_point = m_character.GetCenterPoint();
hitData.m_damage = m_damage;
m_character.ApplyDamage(hitData, showDamageText: true, triggerEffects: false);
}
}
}
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