using UnityEngine; using System.Collections; public class VertigoFunEvent : DurationFunctionEvent { public static VertigoFunEvent Creator(BuffFunctionData data) { return new VertigoFunEvent(data); } public VertigoFunEvent(BuffFunctionData data):base(data) { mType = Buff_Function_Type.Vertigo; } public override void Enter(Fighter fighter) { if(Caster!=null) { Caster.Battle.Output(OutputType.Vertigo, Caster, fighter, SkillName,Data.duration); } fighter.StateData.IsVertigo = true; base.Enter(fighter); } public override void Exit(Fighter fighter) { fighter.StateData.IsVertigo = false; base.Exit(fighter); } }