Exemple #1
0
    internal virtual void Start()
    {
        if (type == SkillType.Passive || position == SkillPosition.Passive)
        {
            type     = SkillType.Passive;
            position = SkillPosition.Passive;
        }

        characterAmmo = GetComponent <CharacterAmmo>();

        if (position == SkillPosition.First)
        {
            hotKey = KeyCode.LeftShift;
        }
        else if (position == SkillPosition.Second)
        {
            hotKey = KeyCode.Space;
        }

        currentCoolDown = 0;
        isInCoolDown    = false;
        isAiming        = false;
        prevIsAiming    = false;
        isToggled       = false;
        prevIsToggled   = false;
    }
Exemple #2
0
 void AssignSkillPosition()
 {
     if (L_Tier1.Contains(SkillIndex))
     {
         SP = SkillPosition.LT1;
     }
     else if (L_Tier2.Contains(SkillIndex))
     {
         SP = SkillPosition.LT2;
     }
     else if (L_Tier3.Contains(SkillIndex))
     {
         SP = SkillPosition.LT3;
     }
     else if (R_Tier1.Contains(SkillIndex))
     {
         SP = SkillPosition.RT1;
     }
     else if (R_Tier2.Contains(SkillIndex))
     {
         SP = SkillPosition.RT2;
     }
     else if (R_Tier3.Contains(SkillIndex))
     {
         SP = SkillPosition.RT3;
     }
 }
Exemple #3
0
    internal virtual void Start()
    {
        if (type == SkillType.Passive || position == SkillPosition.Passive)
        {
            type = SkillType.Passive;
            position = SkillPosition.Passive;
        }

        characterAmmo = GetComponent<CharacterAmmo>();

        if (position == SkillPosition.First)
            hotKey = KeyCode.LeftShift;
        else if (position == SkillPosition.Second)
            hotKey = KeyCode.Space;

        currentCoolDown = 0;
        isInCoolDown = false;
        isAiming = false;
        prevIsAiming = false;
        isToggled = false;
        prevIsToggled = false;
    }