public override void UseSkill()
    {
        //Store the index of the current selections so that we can refer back to it later when the channel finishes (or triggers in some way)
        nSelectionsInputIndex = NetworkMatchReceiver.Get().indexCurMatchInput;

        ContSkillEngine.PushSingleClause(new ClauseBeginChannel(skill));
    }
    public override void OnLeave()
    {
        //Push a clause onto the stack that will clear the stored selection of the channel we're using
        //  - don't want that stale selection info floating around after it's relevant
        //  - need to do it before removing the soulBehaviour so that the clause gets evaluated after all the
        //    effects of the soulBehaviour have been resolved
        ContSkillEngine.PushSingleClause(new ClauseClearStoredSelection(soulBehaviour.skillSource));

        //TODO:: unsubscribe from all of these cancelling triggers
        Chr.subAllDeath.UnSubscribe(cbInterruptifInvalid);

        chrOwner.soulContainer.RemoveSoul(soulBehaviour);
    }
Exemple #3
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 public void PushEndingMarker()
 {
     ContSkillEngine.PushSingleClause(new ClauseEndSkill(this));
 }
Exemple #4
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 public void PushStartingMarker()
 {
     ContSkillEngine.PushSingleClause(new ClauseStartSkill(this));
 }
Exemple #5
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 public void PayFatigue()
 {
     ContSkillEngine.PushSingleClause(new ClausePayFatigue(this));
 }
Exemple #6
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 public void PayCooldown()
 {
     ContSkillEngine.PushSingleClause(new ClausePayCooldown(this));
 }
Exemple #7
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 public void PayManaCost()
 {
     ContSkillEngine.PushSingleClause(new ClausePayMana(this));
 }
Exemple #8
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 //TODO - don't make new instances of these, just store one modifiable copy in the skill and
 //       push a reference to it onto the stack instead
 public void PaySkillPoints()
 {
     ContSkillEngine.PushSingleClause(new ClausePaySkillPoints(this));
 }