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"); }