/// <summary> /// Method for changing the fill of the overlay image corresponding to the ability /// </summary> /// <param name="overlayImage">Image for visualizing cooldown</param> /// <param name="ability">The ability corresponding to the action bar slot</param> public void ActionBarUpdate(ref Image overlayImage, Ability ability) { if (ability.OnCooldown()) { if(ability.CooldownRemaining() < 0) { if (!castBar.gameObject.activeSelf) { string[] subpar = ability.tooltipText.Split(':'); castBar.gameObject.SetActive(true); Color color = subpar[0] == "Poison Dart" ? new Color(106f / 255f, 197f / 255f, 54f / 255f) : new Color(106f / 255f, 0f / 255f, 0f / 255f); castBar.fillRect.GetComponentInChildren<Image>().color = color; castBar.targetGraphic.GetComponentInChildren<Image>().color = new Color(255f / 255f, 255f / 255f, 255f / 255f); currentText = string.Format("Out of {0} Berries", subpar[0] == "Poison Dart" ? "Bad" : "Good"); castBar.GetComponentInChildren<Text>().text = currentText; castBar.value = 1; } } overlayImage.fillAmount = ability.CooldownRemaining(); } else if (overlayImage.fillAmount < 1) { overlayImage.fillAmount = 1; } }