public void UseLinkedSkill() { if (skillData.TargetType == TargetType.FoeSingle || skillData.TargetType == TargetType.FriendSingle) { if (skillData.SkillType == SkillType.Physical) { Cursor.SetCursor(GameManager.Instance.Texture2DUtils.attackCursor, Vector2.zero, CursorMode.Auto); } else if (skillData.SkillType == SkillType.Defensive) { Cursor.SetCursor(GameManager.Instance.Texture2DUtils.buffCursor, Vector2.zero, CursorMode.Auto); } else if (skillData.SkillType == SkillType.Magical) { Cursor.SetCursor(GameManager.Instance.Texture2DUtils.magicCursor, Vector2.zero, CursorMode.Auto); } if (skillData.TargetType == TargetType.FoeSingle) { BattleHandler.ActivateFeedbackSelection(false, true); } else { BattleHandler.ActivateFeedbackSelection(true, false); } // TODO: find an other way GameManager.Instance.GetBattleUI.GetComponent <UIBattleHandler>().GetSkillsPanelIndex(skillData.SkillUser.GetComponent <PawnInstance>()).gameObject.SetActive(false); BattleHandler.WaitForSkillConfirmation(skillData); } else { GameManager.Instance.GetBattleUI.GetComponent <UIBattleHandler>().GetSkillsPanelIndex(skillData.SkillUser.GetComponent <PawnInstance>()).gameObject.SetActive(false); BattleHandler.WaitForSkillConfirmation(skillData); // WARNING: change sensitive code, test it Debug.LogWarning("Have you tested this code yet?"); BattleHandler.PendingSkill.UseSkill(); } }