public void SetCurrentAbility(ShootingScript enemyShootingScript) //Aplicar pasiva a la variable de currentActiveAbility y al script de disparo/ataque { if (enemyPasiveAbility != AbilitiesSlotsManager.Instance.currentStoredAbility) //Si la pasiva no es igual que la almacenada, para avitar aplicarla en el enemigo que la setea { currentActiveAbility = AbilitiesSlotsManager.Instance.currentStoredAbility; enemyShootingScript.shSCR_PasiveAbility = currentActiveAbility; } }
public void StoreAbility(PasiveAbility_SO abilityToStore) { if (abilityToStore != null) { if (abilityToStore.slotCost <= slotCount) { currentStoredAbility = abilityToStore; } else { Debug.Log("No hay suficientes slots para guardar Pasiva!"); } } else { currentStoredAbility = null; } }
public void EraseCurrentAbility(ShootingScript enemyShootingScript) //Al desposeer se elimina la pasiva de la variable currentActiveAbility y del script de disparo/ataque { currentActiveAbility = null; enemyShootingScript.shSCR_PasiveAbility = null; }