internal virtual void Start() { if (type == SkillType.Passive || position == SkillPosition.Passive) { type = SkillType.Passive; position = SkillPosition.Passive; } characterAmmo = GetComponent <CharacterAmmo>(); if (position == SkillPosition.First) { hotKey = KeyCode.LeftShift; } else if (position == SkillPosition.Second) { hotKey = KeyCode.Space; } currentCoolDown = 0; isInCoolDown = false; isAiming = false; prevIsAiming = false; isToggled = false; prevIsToggled = false; }
void AssignSkillPosition() { if (L_Tier1.Contains(SkillIndex)) { SP = SkillPosition.LT1; } else if (L_Tier2.Contains(SkillIndex)) { SP = SkillPosition.LT2; } else if (L_Tier3.Contains(SkillIndex)) { SP = SkillPosition.LT3; } else if (R_Tier1.Contains(SkillIndex)) { SP = SkillPosition.RT1; } else if (R_Tier2.Contains(SkillIndex)) { SP = SkillPosition.RT2; } else if (R_Tier3.Contains(SkillIndex)) { SP = SkillPosition.RT3; } }
internal virtual void Start() { if (type == SkillType.Passive || position == SkillPosition.Passive) { type = SkillType.Passive; position = SkillPosition.Passive; } characterAmmo = GetComponent<CharacterAmmo>(); if (position == SkillPosition.First) hotKey = KeyCode.LeftShift; else if (position == SkillPosition.Second) hotKey = KeyCode.Space; currentCoolDown = 0; isInCoolDown = false; isAiming = false; prevIsAiming = false; isToggled = false; prevIsToggled = false; }