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); } } }