I want to improve DebuffVitals by reducing brute force searching down to a direct Contains() call. I strongly suspect this will improve performance issues, as well as being a more elegant solution.
However, I haven't yet figured out how to use the EffectList:Contains() method correctly, and I hope someone with more insight could share what they know?
I expect to pass a Turbine.Gameplay.Effect object, but I can't seem to create a Turbine.Gameplay.Effect object directly. Is there an enumeration of Effects that I can reference? Some list of asset tags that I could extract and then use (like various resource browsers have done)? Some constructor definition that uses specific unique IDs?
Can the method even be used this way, or am I barking up the wrong tree?
Thanks a lot,