private void abilityFired(IItemAbilityComponent usedItemAbility, IItemAbilityComponent nextItemAbility) { if (!abilityFireTime.ContainsKey(usedItemAbility)) { abilityFireTime.Add(usedItemAbility, timeScalesComponent.gamePlayTimeTime); } else { abilityFireTime[usedItemAbility] = timeScalesComponent.gamePlayTimeTime; } if (abilityFireTime.ContainsKey(nextItemAbility)) { cooldownLeft = Mathf.Max(0f, abilityFireTime[nextItemAbility] + nextItemAbility.GetModel().cooldown - timeScalesComponent.gamePlayTimeTime); } else { cooldownLeft = 0f; } }
private void triggerEvent(IItemAbilityComponent usedAbility, IItemAbilityComponent nextAbility) { SetImage(nextAbility.GetModel().sprite); }