/// <summary> /// take the current ability choice and pass in the values needed to perform the attack /// </summary> virtual public string SelectAttackChoice() { int[] neededResource = spellManager.abilitiesDictionary[currentAbilityChoice]; if (neededResource[0] > ammo) { return("Could not use ability due to not having enough ammo"); } else if (neededResource[1] > currentMana) { return("Could not use ability due to not having enough mana"); } currentAnimation = 1; return(spellManager.CallAbility(currentAbilityChoice, this.gameObject, currentTarget)); }