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# Using C# Generic Interfaces for Flexible, Long Running Effects

**[git-amend](https://daily.dev/sources/git-amend)** · 11 min read · 0 upvotes · 0 comments

## Summary

A walkthrough of refactoring a hard-coded Unity ability system using C# generic interfaces. The tutorial covers creating an IEffect interface with Apply and Cancel methods, implementing one-shot and damage-over-time effects, decoupling effects from specific types using an IDamageable interface, composing multiple effects into abilities, managing effect lifecycles with events and cleanup hooks, and adding VFX/SFX support to the ability caster. The result is a data-driven, designer-friendly ability system where complex spells can be built in the Unity Inspector without modifying code.

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daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=L0cXb-ettK4>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#c#](https://daily.dev/tags/c#), [#unity](https://daily.dev/tags/unity), [#design-patterns](https://daily.dev/tags/design-patterns)

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