using UnityEngine; namespace Fie.Object { public class FieStatusEffectsBase : MonoBehaviour { [SerializeField] protected bool _isActive = true; [SerializeField] protected bool _isOnlyStatusEffect; [SerializeField] protected float _duration; protected FieStatusEffectEntityBase _entity; protected void Awake() { FieEmittableObjectBase component = GetComponent(); if (!(component == null)) { if (_entity == null) { _entity = GetStatusEffectEntity(); } _entity.isOnlyStatusEffect = _isOnlyStatusEffect; _entity.duration = _duration; component.AddStatusEffect(_entity); } } public virtual FieStatusEffectEntityBase GetStatusEffectEntity() { return null; } } }