public AbilitySystem(Ability ability, IAbilitiyComponent owner) { Ability = ability; cooldownDelay = new WaitForSeconds(Ability.Cooldown); Ability.Effects.ForEach(effect => { effect = UnityEngine.Object.Instantiate(effect); EffectSystems.Add(effect.EffectSystem); nextEffectDelays.Add(new WaitForSeconds(effect.NextInterval)); }); SetSystem(owner); }
public ControlSystem(IAbilitiyComponent owner, bool isOwnedByPlayer) { this.isOwnedByPlayer = isOwnedByPlayer; this.owner = owner; }
void SetSystem(IAbilitiyComponent owner) { Owner = owner; SetEffects(); }