void UtilizeAbility(int slot) { bool cooldownActive = pinfo.abilities[slot].coolDown.GetActivity(); int mpCost = pinfo.abilities[slot].GetCostMP(); if (!cooldownActive && pinfo.stats.mpCur > mpCost) { cooldownImg[slot].gameObject.SetActive(true); int id = pinfo.abilities[slot].GetID(); switch (id) { case 1: Frenzy frenzy = (Frenzy)pinfo.abilities[slot]; frenzy.Activate(); break; case 2: Rage rage = (Rage)pinfo.abilities[slot]; rage.Activate(); break; case 3: Mine mine = (Mine)pinfo.abilities[slot]; mine.Activate(); break; case 4: Fireball fireball = (Fireball)pinfo.abilities[slot]; PlayerInfo target = Target.GetTargetUnit(); if (target != null) { fireball.Activate(); } break; } } }