// Activates the skill public void Activate() { if (state == SkillState.Ready) { enabled = true; DoActivate(); Debug.Log("Skill type: " + GetType().ToString() + ". Skill state: " + state.ToString()); } }
// Cancels skill casting public void CancelCast() { if (state == SkillState.Casting) { Interrupt(); enabled = false; state = SkillState.Ready; Debug.Log("Skill type: " + GetType().ToString() + ". Skill state: " + state.ToString()); } }
public override void OnPointerUp(PointerEventData eventData) { isActive = false; Debug.Log(ss.ToString() + " 스킬 온!"); PlayerStatus ps = player.GetComponent <PlayerStatus>(); ps.ActiveSkill(ss); player = null; ss = SkillState.Idle; ChangeStickColor(); Time.timeScale = 1f; Time.fixedDeltaTime = Time.timeScale * .02f; FindObjectOfType <SoundManager>().SlowMotion_Increase(); }