using UnityEngine; public class KillCooldown : AbilityUpgrade { public float damageIncrease; public float cooldownChange; [SerializeField] private KillCooldownRuntimeObject runtimeObject; protected override void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput) { base.UpgradeEffects(abilityToUpgrade, optionalInput); abilityToUpgrade.canCooldown = false; abilityToUpgrade.cooldown = abilityToUpgrade.baseCooldown * cooldownChange; KillCooldownRuntimeObject newRuntimeObject = Instantiate(runtimeObject, abilityToUpgrade.transform); newRuntimeObject.ability = abilityToUpgrade; } }