private void OnSpecialPowerCreated(object powerObj) { specialPower = (BaseSpecialPower)powerObj; if (player != null) { StartCoroutine(CheckConditions()); } }
private void OnPowerUsed(object powerObj) { if (power == null) { power = (BaseSpecialPower)powerObj; } ManaChanged(null); }
IEnumerator WaitForDestroy() { yield return(null); while (activePower.coolDownTimer > 0) { yield return(null); } float currentMana = activePower.mana; Debug.Log(currentMana); DestroyImmediate(activePower.gameObject); activePower = Instantiate(powers[Random.Range(0, powers.Count)], transform.parent, false) as BaseSpecialPower; yield return(null); activePower.mana = currentMana; yield return(null); EventDispatcher.DispatchEvent(Events.SPECIAL_POWER_USED, activePower); //to activate the UI }
protected override void Start() { base.Start(); activePower = Instantiate(powers[Random.Range(0, powers.Count)], transform.parent, false) as BaseSpecialPower; }
private void OnPowerCreation(object powerObj) { power = (BaseSpecialPower)powerObj; ManaChanged(null); }