public override void ProcessAbilityCoolDowns(AnimatedAbility baseAbility, float animationLength, float abilityCoolDown) { if (SystemConfigurationManager.MyInstance.MyAllowAutoAttack == false || !baseAbility.IsAutoAttack) { base.ProcessAbilityCoolDowns(baseAbility, animationLength, abilityCoolDown); } }
public override bool PerformAnimatedAbilityCheck(AnimatedAbility animatedAbility) { bool returnresult = base.PerformAnimatedAbilityCheck(animatedAbility); if (!returnresult) { if (PlayerManager.MyInstance.MyPlayerUnitSpawned == true && CombatLogUI.MyInstance != null) { CombatLogUI.MyInstance.WriteCombatMessage("Cannot use " + (animatedAbility.DisplayName == null ? "null" : animatedAbility.DisplayName) + ". Waiting for another ability to finish."); } } return(returnresult); }
public virtual bool PerformAnimatedAbilityCheck(AnimatedAbility animatedAbility) { return(true); }
public virtual float PerformAnimatedAbility(AnimationClip animationClip, AnimatedAbility animatedAbility, BaseCharacter targetBaseCharacter, AbilityEffectContext abilityEffectContext) { // do nothing for now return(0f); }
public virtual void ProcessAbilityCoolDowns(AnimatedAbility baseAbility, float animationLength, float abilityCoolDown) { // do nothing }