using UnityEngine; namespace Fie.Object { public sealed class FieStatusEffectsTimeScaler : FieStatusEffectsBase { [SerializeField] private float _targetTimeScale = 1f; public bool isActive { get { return _isActive; } set { _isActive = value; if (_entity != null) { _entity.isActive = _isActive; } } } public float duration { get { return _duration; } set { _duration = value; if (_entity != null) { _entity.duration = _duration; } } } public float targetTimeScale { get { return _targetTimeScale; } set { _targetTimeScale = value; if (_entity != null) { (_entity as FieStatusEffectsTimeScalerEntity).targetTimeScale = _targetTimeScale; } } } public new void Awake() { _entity = new FieStatusEffectsTimeScalerEntity(); base.Awake(); } public override FieStatusEffectEntityBase GetStatusEffectEntity() { return _entity; } } }