public static bool abilityEnabled(int abilityIndex) { GameObject playerObject = Managers.Player.gameObject; switch (abilityIndex) { case (int)Cheat.FORCE_LAUNCH: ForceLaunchAbility fta = playerObject.GetComponent <ForceLaunchAbility>(); return(fta.Active); case (int)Cheat.WALL_CLIMB: WallClimbAbility wca = playerObject.GetComponent <WallClimbAbility>(); return(wca.Active); case (int)Cheat.ELECTRIC_BEAM: ElectricBeamAbility eba = playerObject.GetComponent <ElectricBeamAbility>(); return(eba.Active); case (int)Cheat.SWAP: SwapAbility sa = playerObject.GetComponent <SwapAbility>(); return(sa.Active); case (int)Cheat.AIR_SLICE: AirSliceAbility asa = playerObject.GetComponent <AirSliceAbility>(); return(asa.Active); case (int)Cheat.LONG_TELEPORT: LongTeleportAbility lta = playerObject.GetComponent <LongTeleportAbility>(); return(lta.Active); default: throw new System.ArgumentException("abilityIndex is invalid!: " + abilityIndex); } }
public static void enableAbility(int abilityIndex, bool enable) { GameObject playerObject = Managers.Player.gameObject; switch (abilityIndex) { case (int)Cheat.FORCE_LAUNCH: ForceLaunchAbility fta = playerObject.GetComponent <ForceLaunchAbility>(); fta.Active = enable; break; case (int)Cheat.WALL_CLIMB: WallClimbAbility wca = playerObject.GetComponent <WallClimbAbility>(); wca.Active = enable; break; case (int)Cheat.ELECTRIC_BEAM: ElectricBeamAbility eba = playerObject.GetComponent <ElectricBeamAbility>(); eba.Active = enable; break; case (int)Cheat.SWAP: SwapAbility sa = playerObject.GetComponent <SwapAbility>(); sa.Active = enable; break; case (int)Cheat.AIR_SLICE: AirSliceAbility asa = playerObject.GetComponent <AirSliceAbility>(); asa.Active = enable; break; case (int)Cheat.LONG_TELEPORT: LongTeleportAbility lta = playerObject.GetComponent <LongTeleportAbility>(); lta.Active = enable; break; } }