public override void Channel(MetaData.ObjectMetaData reciever)
 {
     base.Channel(reciever);
     debuglog("Channel", "Every frame the ability is channeling (Before trigger)");
 }
 public override void WindUp(MetaData.ObjectMetaData reciever)
 {
     base.WindUp(reciever);
     debuglog("WindUp", "Every frame the ability is winding up (Before channeling)");
 }
 public override void Passive(MetaData.ObjectMetaData reciever)
 {
     base.Passive(reciever);
     debuglog("Passive", "Runs when we have at least 1 stack, ignoring base cooldown");
 }
 public override void OnCooldown(MetaData.ObjectMetaData reciever)
 {
     base.OnCooldown(reciever);
     debuglog("On cooldown", "Runs when we have no more stacks and are waiting for more");
 }
 public override void Trigger(MetaData.ObjectMetaData reciever)
 {
     base.Trigger(reciever);
     debuglog("Ability triggered", "This will only happen once, after the ability has wound up and channeled");
 }
 public override void OnUpdate(float input, MetaData.ObjectMetaData reciever)
 {
     base.OnUpdate(input, reciever);
     debuglog("OnUpdate", "Runs regardless of cooldowns and stack counts");
 }
 public override void OnFireExit(float input, MetaData.ObjectMetaData reciever)
 {
     base.OnFireExit(input, reciever);
     debuglog("FireExit", "The release of the ability button");
 }
 public override void OnFireStay(float input, MetaData.ObjectMetaData reciever)
 {
     base.OnFireStay(input, reciever);
     debuglog("FireStay", "The continueous push of the ability button");
 }
 public override void OnFireEnter(float input, MetaData.ObjectMetaData reciever)
 {
     base.OnFireEnter(input, reciever);
     debuglog("FireEnter", "The exact moment the ability is pressed");
 }