public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { ChargeSkill skill = set.GetSkill(SkillId.ChargeSkill) as ChargeSkill; if (skill == null) { return; } skill.uses -= 1;; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { ChargeSkill skill = set.GetSkill(SkillId.ChargeSkill) as ChargeSkill; if (skill == null) { return; } skill.resetSkillSlotId = 0; skill.resetSkillMaxReuse = 10; }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.ChargeSkill) { ChargeSkill dg = sk as ChargeSkill; SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectDash(0.3f, 0); return(newEffects); } return(null); }
public override PlayerSkill Clone(GameObject target) { ChargeSkill other = target.AddComponent <ChargeSkill>(); other.DistanceThreshold = DistanceThreshold; other.MaxChargeSpeed = MaxChargeSpeed; other.Acceleration = Acceleration; other.Friction = Friction; other.TurnSpeed = TurnSpeed; other.CrashSpeedThreshold = CrashSpeedThreshold; other.GlancingAngleThreshold = GlancingAngleThreshold; other.RecoilElasticity = RecoilElasticity; return(other); }