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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class applyHealOnArea : applyEffectOnArea
{
public override void applyEffect (GameObject objectToAffect)
{
if (applyValueAtOnce) {
valueToAdd = applyDamage.getMaxHealthAmount (objectToAffect);
}
if (!applyDamage.checkIfMaxHealth (objectToAffect)) {
applyDamage.setHeal (valueToAdd, objectToAffect);
} else {
removeDetectedObject (objectToAffect);
}
}
}