// Update is called once per frame void Update() { if (!GameControl.EnableAbility()) { return; } //iterates cooldown for (int i = 0; i < abilityList.Count; i++) { abilityList[i].currentCD -= Time.deltaTime; } //change selected ability if (Input.GetKeyDown(KeyCode.Alpha1)) { Select(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { Select(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { Select(2); } if (Input.GetKeyDown(KeyCode.Alpha4)) { Select(3); } if (Input.GetKeyDown(KeyCode.Alpha5)) { Select(4); } if (Input.GetKeyDown(KeyCode.Alpha6)) { Select(5); } if (Input.GetKeyDown(KeyCode.Alpha7)) { Select(6); } if (Input.GetKeyDown(KeyCode.Alpha8)) { Select(7); } if (Input.GetKeyDown(KeyCode.Alpha9)) { Select(8); } if (Input.GetKeyDown(KeyCode.Alpha0)) { Select(9); } }
//launch ability public void FireAbilityAlt() { if (destroyed || IsStunned()) { return; } if (GameControl.EnableAltFire() && GameControl.EnableAbility()) { AbilityManager.LaunchAbility(); } }
public override void Start() { cam = Camera.main; camT = cam.transform; //camPivot=cam.transform.parent; if (enableAbility && GameControl.EnableAbility()) { AbilityManager.SetupAbility(abilityIDList, enableAllAbilities); } if (perk != null) { List <Ability> abList = AbilityManager.GetAbilityList(); for (int i = 0; i < abList.Count; i++) { abList[i].SetPlayerPerk(perk); } } Init(); }