public void UpdateMultipleAttackTasks(FactionEntity sourceEntity, MultipleAttackManager multipleAttackComp) { if (multipleAttackComp == null) { return; } for (int attackID = 0; attackID < multipleAttackComp.AttackEntities.Length; attackID++) //go through all the attack entities { AttackEntity attackComp = multipleAttackComp.AttackEntities[attackID]; if (!attackComp.IsLocked && !attackComp.IsActive()) //as long as the attack entity is not active and not locked, show a task to activate it: { TaskUI taskUI = Add(new TaskUIAttributes { ID = attackID, type = TaskTypes.attackTypeSelection, icon = attackComp.GetIcon(), source = sourceEntity }, multipleAttackComp.GetTaskPanelCategory()); if (attackComp.CoolDownActive == true) //if the attack type is in cool down mode { Color nextColor = taskUI.GetComponent <Image>().color; nextColor.a = 0.5f; //make it semi-transparent to indicate cooldown to player taskUI.GetComponent <Image>().color = nextColor; } } } }