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(); } }
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(); } }
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); } } }