protected virtual void Awake() { shouldBatch = false; givenSkills = new List <Skill>(); if (isPickable) { PickObjectOnBlockEffect eff = new PickObjectOnBlockEffect(this); Skill taker = new Skill(0, 0, new List <Effect>() { eff }, SkillType.ALREADYTARGETED, "Pick_Object", 0, 1); //No cooldown because skills from these objects aren't resetted givenSkills.Add(taker); } }
public PickObjectOnBlockEffect(PickObjectOnBlockEffect other) : base(other) { }