public void OnAbilityButton(GameObject butObj, int pointerID = -1) { int idx = UI.GetItemIndex(butObj, abilityButtons); if (UIControl.InTargetSelectionMode()) { if (AbilityManager.GetPendingTargetAbilityIndex() == idx || UIControl.GetPendingAbilityIdx() == idx) { abilityButtons[idx].imgHighlight.gameObject.SetActive(false); UIControl.ClearSelectedAbility(); buttonClearSelect.SetActive(false); return; } } Ability._Status status = AbilityManager.IsReady(idx); if (status != Ability._Status.Ready) { if (status == Ability._Status.OnCooldown) { GameControl.InvalidAction("Ability is on cooldown"); } if (status == Ability._Status.InsufficientRsc) { GameControl.InvalidAction("Insufficient resource"); } if (status == Ability._Status.UseLimitReached) { GameControl.InvalidAction("Use limit exceeded"); } return; } if (UIControl.InTouchMode()) { if (!AbilityManager.RequireTargetSelection(idx) && touchModeButtonIdx != idx) { if (touchModeButtonIdx >= 0) { ClearTouchModeSelect(); } touchModeButtonIdx = idx; abilityButtons[touchModeButtonIdx].imgHighlight.gameObject.SetActive(true); OnHoverAbilityButton(butObj); buttonClearSelect.SetActive(true); return; } ClearTouchModeSelect(); } if (AbilityManager.RequireTargetSelection(idx)) { UIControl.SelectAbility(idx); abilityButtons[idx].imgHighlight.gameObject.SetActive(true); buttonClearSelect.SetActive(true); } else { AbilityManager.ActivateAbility(idx); abilityButtons[idx].lbMain.text = AbilityManager.GetAbility(idx).GetUseLimitText(); } }