Example #1
0
    private void Update()
    {
        //If ability is on cooldown
        if (!abilityActive && _nextTimeToActivation <= _abilityActivationCooldown)
        {
            _nextTimeToActivation += Time.deltaTime;
        }

        //If player activate ability
        if (_nextTimeToActivation > _abilityActivationCooldown && _input.AbilityActivation() > 0)
        {
            abilityActive         = true;
            _nextTimeToActivation = 0;

            switch (_input.AbilityActivation())
            {
            case 1:
            {
                if (currentAbility == null)
                {
                    Instantiate(_abilities[0], transform);
                }

                break;
            }
            }
        }
    }