private void Start() { skillProperties = GetComponents <SkillItem>(); for (int i = 0; i < skillProperties.Length; i++) { skillProperties[i].Level = Level; skillProperties[i].selfUnit = selfUnit; } if (selfUnit.isPlayer) { GlobalEvent.skillUpgradesEvent(transform.name, Level); } transform.gameObject.SetActive(false); }
void SkillCDUI() { selfUnit.unitProperty.mp.CurrValue -= mpSpend.MaxValue; GlobalEvent.skillEnterCDEvent(transform.name, CD); GlobalEvent.mpChangeEvent(selfUnit.unitProperty.mp.CurrValue, selfUnit.unitProperty.mp.MaxValue); }