using UnityEngine; namespace Gameplay.Buff { public class BuffLoopAddShiled : BaseBuff { protected override void _OnTrigger() { base._OnTrigger(); var baseValue = Mathf.RoundToInt(_TryGetFloatParam(0)); var scaleOfAttack = _TryGetFloatParam(1); var attackValue = Mathf.RoundToInt(creator.fightData.attack * scaleOfAttack); var finalValue = baseValue + attackValue; owner.RecoverShield(finalValue, true); } } }