//when projectile is activated from object pool, it does the following void OnEnable() { combo = Finder.GetPlayer().GetComponent<PlayerController>().returnModCombo (); if (combo.returnElemental() != "") gameObject.AddComponent (combo.returnElemental()); if (combo.returnBehavioral() != "") gameObject.AddComponent(combo.returnBehavioral()); }
public void SetEnergyCost(ModifierCombo combo) { //determines cost of firing secondary weapon int totalCost = 0; if (combo.returnBehavioral() != ""){totalCost+=modEnergyCost;} if (combo.returnElemental() != ""){totalCost+=modEnergyCost;} totalCost += baseEnergyCost; currentEnergyCost = totalCost; }