using OTGIntegrated.Combat; using UnityEngine; namespace OTGIntegrated.Abilities { public sealed class HealEffect : AbilityEffect { public override void Activate(AbilityContext context) { if (context.Stats != null) { context.Stats.Heal(context.Ability.damage); FloatingDamage.Spawn(context.Stats.transform.position + Vector3.up * 1.7f, Mathf.RoundToInt(context.Ability.damage), new Color(0.35f, 1f, 0.45f, 1f)); } Destroy(gameObject, 0.1f); } } }