Example #1
0
        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);
        }
Example #2
0
 public ControlSystem(IAbilitiyComponent owner, bool isOwnedByPlayer)
 {
     this.isOwnedByPlayer = isOwnedByPlayer;
     this.owner           = owner;
 }
Example #3
0
        void SetSystem(IAbilitiyComponent owner)
        {
            Owner = owner;

            SetEffects();
        }