//launch ability public void FireAbilityAlt() { if (destroyed || IsStunned()) { return; } if (GameControl.EnableAltFire() && GameControl.EnableAbility()) { AbilityManager.LaunchAbility(); } }
[HideInInspector] public Ability ability; //the actual ability, only assigned in runtime //fire alternate mode public void FireAlt() { //if there's no ability, return if (ability == null || abilityID < 0) { return; } //check if the ability is ready to be activated string status = ability.IsReady(); if (status != "") { //if cannot fire, fire event explaining why (for UI) TDS.FireAltFail(status); return; } //launch the ability AbilityManager.LaunchAbility(ability); }