bool skillPhase;//phaseOne = user has clicked to know the skill range protected override void Start() { base.Start(); _mySkill = gameObject.AddComponent <ShieldSkill>(); skills.Add(_mySkill); _mySkill.infoCanvas = infoCanvas; pMainSkill = _mySkill; }
private void Awake() { ShieldSkill s = GetComponentInParent <ShieldSkill>(); if (s == null) { return; } s.OnDeactivateInstance.AddListener(() => { GetComponent <ForceFieldController>().TargetValue = 0f; }); }
public override void Activate(MonsterCharacter character, int index) { if (character.SkillCooldowns[index] > 0) { if (character.Buffs.ContainsKey((int)StatusEffect.Shield)) { character.Buffs[(int)StatusEffect.Shield].GetComponent <Skill>().DeActivateInstance(); character.Buffs.Remove((int)StatusEffect.Shield); } } else { if (character.ChargePoints < ChargeCostPerSecond) { return; } Sounds.CreateSound(ActivationSound); ShieldSkill s = Instantiate(this, character.transform); s.targetCharacter = character; s.skillIndex = index; } }