public virtual void Load() { abilityData = AbilityDataCache.GetDataForAbility(name); //Debug.Log("Ability Base is loading ability with cooldown" + abilityData.stats.cooldown); cooldown = abilityData.stats.cooldown; }
private void Awake() { abilityData = AbilityDataCache.GetDataForAbility(name); speedBoost = abilityData.stats.dotValue; //gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); color = spriteRenderer.color; objectVisibleTime = AbilityDataCache.GetDataForAbility(name).stats.duration; setSpriteAlpha(initialAlpha); }
private void Awake() { abilityData = AbilityDataCache.GetDataForAbility(name); effect = GetComponent <AbilityEffect>(); if (GetComponent <AbilityDuration>() != null) { isStatic = true; } else { isStatic = false; } projectileVisuals = GetComponent <ProjectileVisuals>(); }
private void Awake() { duration = AbilityDataCache.GetDataForAbility(name).stats.duration; Debug.Log("AbilityDuration Duration for " + name + " is " + duration); if (duration <= 0f) { Debug.Log("AbilityDuration Warning duration not set for ability " + name); } AbilitySpawnTween tween = GetComponent <AbilitySpawnTween>(); if (tween) { duration += tween.duration; } visuals = GetComponent <ProjectileVisuals>(); }
private void Start() { // Get duration for the Dust Dusk dustDuskDuration = AbilityDataCache.GetDataForAbility("Dust Dusk").stats.duration; // Store all the particle systems from the Dusk Dusk so we can stop the and the disable the DD object int duskDustParticlesSize = dustDusk.transform.childCount + 1; duskDuskParticles = new ParticleSystem[duskDustParticlesSize]; Debug.Log("EnvironmentManager Start Dust Dusk duskDustParticlesSize" + duskDustParticlesSize); Debug.Log("EnvironmentManager Start Dust Dusk ParticleSystems in children" + dustDusk.GetComponentsInChildren <ParticleSystem>().Length); // Cache the particlesystems from the children int index = 0; foreach (ParticleSystem pS in dustDusk.GetComponentsInChildren <ParticleSystem>()) { Debug.Log("EnvironmentManager Start Dust Dusk Index " + index); duskDuskParticles[index] = pS; index++; } }