using Gameplay.Effect; using UnityEngine; namespace Gameplay.Buff { public class BuffCreateEffect: BaseBuff { protected override void _OnTrigger() { base._OnTrigger(); var effectIds = configData.FloatParams; for (var i = 0; i < effectIds.Count; ++i) { var effectId = Mathf.RoundToInt(effectIds[i]); var trans = owner.Node.GameObject.transform; var effectData = EffectManager.instance.PlayEffectById(effectId, trans.position, trans.rotation, trans); effectData.owner = creator; } } } }