public void Init(Player _player, Skill_Fury _skill) { player = _player; refSkill = _skill; refSkill.SetActive(true); currentActivationTime = _skill.activationTime; }
public void Disable() { player.stats.normalDamagesMultiplier -= refSkill.DamageMultiplier - 1; player.stats.criticalChanceMultiplier -= refSkill.CritChanceMultiplier - 1; player.stats.staminaRegenMultiplier -= refSkill.StaminaRegenMultiplier - 1; HudManager.Singleton.statsDisplayer.normalDamage.affectedByFury = false; HudManager.Singleton.statsDisplayer.criticalChance.affectedByFury = false; HudManager.Singleton.statsDisplayer.staminaRegen.affectedByFury = false; HudManager.Singleton.statsDisplayer.normalDamage.temporyAffected = false; HudManager.Singleton.statsDisplayer.criticalChance.temporyAffected = false; HudManager.Singleton.statsDisplayer.staminaRegen.temporyAffected = false; HudManager.Singleton.statsDisplayer.UpdateStats(); refSkill.StartCooldown(player.stats.cooldownReduction); refSkill.SetActive(false); refSkill.canBeUsed = false; Destroy(gameObject); }