public void TriggerMonsterAction(int skillNumber) { statusEffectManager.ActivateStatusEffects(); if (skillNumber > skillList.Length - 1) { Debug.Log("Invalid skill"); } else { // Shake! Vector2 newPosition = transform.position; newPosition.x += attackShakeAmount; transform.position = newPosition; attackShakeTimer.Go(attackShakeDelay); Skill triggeredSkill = skillList[skillNumber].GetComponent <Skill>(); GameObject target = gameInfo.GetSelectedHero(); if (tauntTarget != 0) { target = gameInfo.characters[tauntTarget]; } lastHit = target; triggeredSkill.UseSkill(gameObject, target); turnManager.MonsterTookTurn(); } }
public void TriggerHeroAction(int skillNumber) { statusEffectManager.ActivateStatusEffects(); triggeredSkillNumber = skillNumber; attackDelayTimer.Go(attackDelay); }