// Use this for initialization void Start() { SkillIter = SkillList[iterator]; iterator++; Effect.SetActive(false); Current_State = Skill_State.Filling_State; SetSkillSlot(); Banned = false; CurrentTime = 3f; }
void CheckState() { if (SkillCost >= SBattleManager.Instance.currentgage) { Effect.SetActive(true); } if (Current_State == Skill_State.Filling_State) { BanObject.fillAmount = (6f - CurrentTime) / 6f; } if (0 >= CurrentTime) { CurrentTime = 0; Current_State = Skill_State.Full_State; BanObject.fillAmount = 0; } else { CurrentTime -= Time.deltaTime; } }
void InitCoolTime() { CurrentTime = 6f; Current_State = Skill_State.Filling_State; }