internal void Skill(uint entityId, int skillId) { SkillCommand cmd = CommandManager.Instance.CreateCommand("skill") as SkillCommand; cmd.Load(entityId, skillId); cmd.Execute(m_Instance, m_DeltaTime); }
private void OnClockTick(ClockTickMessage value) { //update all units passive skills for (int i = 0; i < _life.Units.Count; i++) { _tempUnitModel = _life.Units[i]; for (int j = 0; j < _tempUnitModel.PassiveSkills.Count; j++) { _skillCommand.Execute(_tempUnitModel, _tempUnitModel.PassiveSkills[j]); } } }
private void OnToggleValueChanged() { if (Button.isOn) { GameMessage.Send(_deactivateMessage); GameMessage.Listen <SkillDeactivateAllMessage>(OnSkillDeactivate); _skillCommand.Execute(_unit, Index); _tooltipMessage.Text = "Cost: " + _pay.GetSkillPriceText((int)_unit.Skills[Index].UseCost, 1) + "\nYou have: " + _youHave; _tooltipMessage.Position = transform.position; _tooltipMessage.Action = TooltipAction.SHOW; } else { _tooltipMessage.Action = TooltipAction.HIDE; } GameMessage.Send(_tooltipMessage); }