using System; namespace Fie.Object { [Serializable] public abstract class FieStatusEffectEntityBase { public bool isActive = true; public bool isOnlyStatusEffect; public float duration; public bool ApplyStatusEffect(FieDamageSystem healthSystem, FieGameCharacter attacker, FieDamage damage) { healthSystem.applyStatusEffectCallback(this, attacker, damage); return isOnlyStatusEffect; } } }