protected override void EndUsage() {
		if (_caster != null) {
			base.EndUsage();

			if (_skillView != null) {
				GameObject.Destroy(_skillView.gameObject);
				_skillView = null;
			}

			BaseUnitBehaviour caster = _caster;

			GameTimer.Instance.FinishCoroutine(Shoot());
			Clear();

			caster.StartTargetAttack();
		}
	}
	protected override void StartUsage() {
		base.StartUsage();

		_shotsLeft = (int)_skillParameters.Duration;
		_wfs = new WaitForSeconds(0.1f);			//duration betweeen attacks
		StartCooldown();

		(_caster.UnitData as BaseHero).UseSkill(_skillParameters);
		_caster.StopTargetAttack(true);

		GameObject skillViewResource = Resources.Load(_viewPrefabPath) as GameObject;
		if (skillViewResource != null) {
			_skillView = (GameObject.Instantiate(skillViewResource) as GameObject).GetComponent<SkillClipDischargeView>();
		}

		GameTimer.Instance.RunCoroutine(Shoot());
	}
Exemplo n.º 3
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    protected override void EndUsage()
    {
        if (_caster != null)
        {
            base.EndUsage();

            if (_skillView != null)
            {
                GameObject.Destroy(_skillView.gameObject);
                _skillView = null;
            }

            BaseUnitBehaviour caster = _caster;

            GameTimer.Instance.FinishCoroutine(Shoot());
            Clear();

            caster.StartTargetAttack();
        }
    }
Exemplo n.º 4
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    protected override void StartUsage()
    {
        base.StartUsage();

        _shotsLeft = (int)_skillParameters.Duration;
        _wfs       = new WaitForSeconds(0.1f);                          //duration betweeen attacks
        StartCooldown();

        (_caster.UnitData as BaseHero).UseSkill(_skillParameters);
        _caster.StopTargetAttack(true);

        GameObject skillViewResource = Resources.Load(_viewPrefabPath) as GameObject;

        if (skillViewResource != null)
        {
            _skillView = (GameObject.Instantiate(skillViewResource) as GameObject).GetComponent <SkillClipDischargeView>();
        }

        GameTimer.Instance.RunCoroutine(Shoot());
    }