// Update is called once per frame void Update() { maxSkillIndex = inventory.GetInventoryCount() - 1; ToRightSkill = playerController.GetKeyCode("right"); ToLeftSkill = playerController.GetKeyCode("left"); if (Input.GetKeyDown(ToRightSkill)) { ShiftRight(); } if (Input.GetKeyDown(ToLeftSkill)) { ShiftLeft(); } Indicate_Skill(); inventory.setCurrentIndex(currentIndex); if (currentIndex == minSkillIndex) { } else if (currentIndex > maxSkillIndex) { currentIndex--; } }
void ActivateSkill() { if (playerInventory.GetInventoryCount() == 0) { return; } float coolDownGauge = playerInventory.GetInventory_UIObj(_currentIndex).GetComponent <Image>().fillAmount; float triggerKeyValue = playerController.GetSpellTriggerKey(); if (triggerKeyValue > 0 && triggerTemp != triggerKeyValue && coolDownGauge == 1) { playerInventory.SetAbleToUseSkillFalse(_currentIndex); StartCoroutine(SkillCoolDown(playerInventory.GetInventorySkill(_currentIndex).duration, _currentIndex)); GameObject skill = Instantiate(playerInventory.GetInventorySkill(_currentIndex).spell, transform.position + new Vector3(0, 2, 0), Quaternion.identity); skill.GetComponent <CastingCharacter>().player = this.gameObject; } else if (Input.GetKeyDown(playerController.GetKeyCode("dropKey"))) { DropSkill(_currentIndex); } triggerTemp = triggerKeyValue; }