Using C# Generic Interfaces for Flexible, Long Running Effects @git-amend
Using C# Generic Interfaces for Flexible, Long Running Effects  @git-amend
Uploaded September 2025 | Updated September 2026, 2 hours ago
Generic Interfaces are the backbone of a clean, flexible ability system, and in this video we’ll refactor a simple fireball-and-poison setup into a robust framework that supports both instant and persistent effects. By introducing interfaces and generics, we’ll decouple abilities from the player, make effects reusable across any damageable target, and extend the system to handle ongoing effects like poison with proper lifecycle management. We’ll also compose multiple effects into a single ability and add polish with visuals and audio, ending with a fully data-driven approach that’s easier to maintain and far more powerful in gameplay.

gist.github.com/adammyhre/9efde70222ecdb2254b08bae9ca60ade

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β–¬ Contents of this video β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬

0:00 Starting Code
1:07 IEffect Interface
3:52 IDamagable Interface
5:30 Ability Caster
7:30 Adding Events
9:44 Adding FX

More Useful Code:
github.com/adammyhre?tab=repositories
Unity Utility Library: github.com/adammyhre/Unity-Utils
Lock Inspector Hotkey: gist.github.com/adammyhre/4754f731a93bf1cab0d1385ccfa23642

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Using C# Generic Interfaces for Flexible, Long Running Effects

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