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;
        }
    }
Exemple #2
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 private void triggerEvent(IItemAbilityComponent usedAbility, IItemAbilityComponent nextAbility)
 {
     SetImage(nextAbility.GetModel().sprite);
 }