private void Start() { _abilityProvider = Game.unitsManager.GetAbilityProvider(_abilityType); gameObject.SetActive(_abilityProvider.isActivated); _abilityProvider.onActivated += () => { UpdateLoadStateOutput(); gameObject.SetActive(true); }; _abilityProvider.onLoadStateChanged += isLoaded => UpdateLoadStateOutput(); }
public void Awake() { Provider = this.GetProvider(); SkillMapping = new Dictionary<trigger, int>() { {CaptureKey(KeyCode.Q), 0}, {CaptureKey(KeyCode.W), 2}, {CaptureKey(KeyCode.E), 3}, {CaptureKey(KeyCode.R), 4}, {CaptureMouse(1), 1}, {CaptureMouse(0), 5} }; }
private void OnGameModeChanged(Game.Mode mode, object context) { _curUnitsProvider = (mode == Game.Mode.CallUnits) ? GetUnitsProvider((Defines.UnitType)context) : null; _curAbilityProvider = (mode == Game.Mode.CallAbility) ? GetAbilityProvider((Defines.AbilityType)context) : null; }