public void skillLevelDown(GameObject skillObject) { string skillName = skillObject.name; A_Skill skill = skillTree.Find(x => x.skillName == skillName); if (skill.skillLevel - 1 >= 0 && skill.isLearned == true) { if (skill.skillLevel - 1 >= 1) { --skill.skillLevel; // skill init as level X ++HeroController.mainHero.freeSkillPoints; skillToolTip.setToolTipGeneratedValue(false); skillToolTip.generateToolTip(skill, "LoadPreviousLevel"); refreshSkillLevelText(skillObject, skillName, skill); } else if (skill.skillLevel - 1 == 0 && !skill.skillName.Equals("Rearm")) // Rearm is starting point for skills learning { HeroSkillsController.setSkillAsNotLearned(skill); HeroSkillsController.cascadeSkillRemoval(skillTree, skill); initializeSkills(skillTrees); // Need to refresh all skills } //cmController.getSkillPoints(); //display skillpoints } }
public void skillLevelDown(GameObject _skill) { string _sName = _skill.name; A_Skill _s = skillTree.Find(x => x.skillName == _sName); if (_s.skillLevel - 1 >= 0 && _s.isLearned == true) { if (_s.skillLevel - 1 >= 1) { --_s.skillLevel; refreshSkill(_skill, _sName, _s); ++HeroController.mainHero.freeSkillPoints; visualValuesUpdated = false; } else if (_s.skillLevel - 1 == 0 && !_s.skillName.Equals("Rearm")) // Rearm is starting point for skills learning { HeroSkillsController.setSkillAsNotLearned(_s); HeroSkillsController.cascadeSkillRemoval(skillTree, _s); loadSkillLevels(skillTreeParent); // Need to refresh all skills visualValuesUpdated = false; } } }