using UnityEngine; namespace Gameplay.Buff { public class BuffAvoidBuff : BaseBuff { protected override void _OnAdd() { base._OnAdd(); var allParams = _TryGetFloatParams(); for (int i = 0; i < allParams.Length; i++) { var buffId = Mathf.CeilToInt(allParams[i]); owner.buffManager.avoidBuffIds.Add(buffId); } } protected override void _OnRemove() { base._OnRemove(); var allParams = _TryGetFloatParams(); for (int i = 0; i < allParams.Length; i++) { var buffId = Mathf.CeilToInt(allParams[i]); owner.buffManager.avoidBuffIds.Remove(buffId); } } } }