using Gameplay.Pool; namespace Gameplay.Effect { public class BaseEffectLogic: IPoolData { public EffectPlayingData effect; public float passTime; public void LogicUpdate(float dt) { _OnLogicUpdate(dt); passTime += dt; } protected virtual void _OnLogicUpdate(float dt) { } public void OnGet() { passTime = 0; } public void OnReturn() { effect = null; } } }