using System; using UnityEngine; namespace SepCore.Entity { [Serializable] public class EffectData : EntityDataBase { [SerializeField] private float _keepTime = 0f; public EffectData(int entityId, string assetName = "Effect") : base(assetName, entityId) { _keepTime = 3f; } public EffectData(int entityId, int typeId) : this(entityId, typeId.ToString()) { } public float KeepTime => _keepTime; } }