/// <summary>
        /// Assigns a new spell to be cast.
        /// For player entity, this will display "press button to fire spell" message.
        /// </summary>
        /// <param name="spell"></param>
        public void SetReadySpell(FakeSpell spell)
        {
            readySpell = spell;

            if (isPlayerEntity)
            {
                DaggerfallUI.AddHUDText(HardStrings.pressButtonToFireSpell);
            }
        }
        private void PlayerSpellCasting_OnReleaseFrame()
        {
            Vector3 missileDirection = GameManager.Instance.MainCamera.transform.forward;
            Vector3 missilePosition  = transform.position + Vector3.up * 0.35f + missileDirection * 0.85f;

            // TEMP: Just hurling test missiles with no payload at this time
            DaggerfallMissile missile = Instantiate(ColdMissilePrefab);

            missile.UseSpellBillboardAnims(SpellTypes.Cold);
            missile.ExecuteMobileMissile(missilePosition, missileDirection);

            lastSpell  = readySpell;
            readySpell = null;
        }
 public void AbortReadySpell()
 {
     readySpell = null;
 }