private void OnUnequipPassiveAbility(PlayerUnequipPassiveAbility e) { var Action = GetComponent <CharacterAction>(); switch (e.ThisPassiveAbility.Type) { case PassiveAbilityType.Harmony: HarmonyPassiveAbility = null; break; case PassiveAbilityType.SpiritMaster: SpiritMasterPassiveAbility = null; break; case PassiveAbilityType.UltimateAwakening: UltimateAwakeningPassiveAbility = null; break; case PassiveAbilityType.CriticalEye: CriticalEyePassiveAbility = null; break; case PassiveAbilityType.BattleArtMaster: BattleArtMasterPassiveAbility = null; break; case PassiveAbilityType.OneMind: OneMindLoseIncrement(); OneMindPassiveAbility = null; break; case PassiveAbilityType.Dancer: DancerPassiveAbility = null; break; } Action.EquipedPassiveAbility[e.Index] = null; }
private void OnEquipPassiveAbility(PlayerEquipPassiveAbility e) { var Action = GetComponent <CharacterAction>(); switch (e.ThisPassiveAbility.Type) { case PassiveAbilityType.Harmony: HarmonyPassiveAbility = (Harmony)e.ThisPassiveAbility; break; case PassiveAbilityType.SpiritMaster: SpiritMasterPassiveAbility = (SpiritMaster)e.ThisPassiveAbility; break; case PassiveAbilityType.UltimateAwakening: UltimateAwakeningPassiveAbility = (UltimateAwakening)e.ThisPassiveAbility; break; case PassiveAbilityType.CriticalEye: CriticalEyePassiveAbility = (CriticalEye)e.ThisPassiveAbility; break; case PassiveAbilityType.BattleArtMaster: BattleArtMasterPassiveAbility = (BattleArtMaster)e.ThisPassiveAbility; break; case PassiveAbilityType.OneMind: OneMindPassiveAbility = (OneMind)e.ThisPassiveAbility; break; case PassiveAbilityType.Dancer: DancerPassiveAbility = (Dancer)e.ThisPassiveAbility; break; } Action.EquipedPassiveAbility[e.Index] = e.ThisPassiveAbility; }