public override Skill CreateInstance() { Skill_Runaway skill = new Skill_Runaway(); skill.meta = this; return(skill); }
private void CooldownButton(float time) { foreach (UISkillButton skillButton in skill_buttons) { Skill skill = skillButton.skill; if (0 < skill.cooltime) { skill.cooltime -= time; skill.cooltime = Mathf.Max(0.0f, skill.cooltime); } skillButton.Cooldown(); } Skill_Runaway runawaySkill = runaway_button.skill as Skill_Runaway; runaway_button.title.text = runawaySkill.meta.skill_name + "(" + runawaySkill.remain_count + "/" + (runawaySkill.meta as Skill_Runaway.Meta).max_count + ")"; if (0 == runawaySkill.remain_count) { runaway_button.skill_icon.gameObject.SetActive(false); runaway_button.enabled = false; } }