Пример #1
0
 public override void ThirdAbility()
 {
     base.ThirdAbility();
     if (player.a3_level > 0 && !player.playerhud.cooldownslider_3.OnCooldown() && player.gotEnoughtEnergy(Mage_statics.ability_3_energycost))
     {
         for (int i = 0; i < player.a3_level; i++)
         {
             Ally_Controller go = Instantiate(Mage_statics.thirdability) as Ally_Controller;
             go.transform.position = GetSpawnPositionWithinBounds(transform);
             go.setPlayer(player);
             go.transform.SetParent(player.parent);
         }
         player.useEnergy(Mage_statics.ability_3_energycost);
         player.playerhud.cooldownslider_3.StartCooldown();
     }
 }
Пример #2
0
 public override void FourthAbility()
 {
     base.FourthAbility();
     if (player.a4_level > 0 && !player.playerhud.cooldownslider_4.OnCooldown() && player.gotEnoughtEnergy(Swordsman_statics.ability_4_energycost))
     {
         for (int i = 0; i < player.a4_level; i++)
         {
             // spawn mini me, fix ai first!
             Ally_Controller go = Instantiate(Swordsman_statics.fourthability) as Ally_Controller;
             go.transform.position = GetSpawnPositionWithinBounds(transform); // fix better spawn
             go.setPlayer(player);
             go.transform.SetParent(player.parent);
         }
         player.useEnergy(Swordsman_statics.ability_4_energycost);
         player.playerhud.cooldownslider_4.StartCooldown();
     }
 }
Пример #3
0
    public override void ThirdAbility()
    {
        base.ThirdAbility();

        if (player.gotEnoughtEnergy(Mage_statics.ability_3_energycost) && !ai_cooldown_ability_3.OnCooldown())
        {
            if (player.a3_level > 0)
            {
                // fix cooldown
                ability_animation(Buttons.ability3, true);
                player.useEnergy(Mage_statics.ability_3_energycost);

                ai_cooldown_ability_3.StartCooldown();
                Ally_Controller go = Instantiate(Mage_statics.thirdability) as Ally_Controller;
                go.transform.position = transform.position + Vector3.forward * 4;
                go.setPlayer(player);
                go.transform.SetParent(player.parent);
            }
        }
    }