protected void HandleAbilityCooldownMessage(Message message) { AbilityCoolDownMessage mess = message as AbilityCoolDownMessage; if (mess.AbilityType == ability1Type) { ability1CooldownTime = mess.CoolDown - mess.TimeElapsed; ability1CooldownPercent = ability1CooldownTime / mess.CoolDown; } else if (mess.AbilityType == ability2Type) { ability2CooldownTime = mess.CoolDown - mess.TimeElapsed; ability2CooldownPercent = ability2CooldownTime / mess.CoolDown; } else if (mess.AbilityType == ability3Type) { ability3CooldownTime = mess.CoolDown - mess.TimeElapsed; ability3CooldownPercent = ability3CooldownTime / mess.CoolDown; } else if (mess.AbilityType == ability4Type) { ability4CooldownTime = mess.CoolDown - mess.TimeElapsed; ability4CooldownPercent = ability4CooldownTime / mess.CoolDown; } }
/** * Update the cooldowns for each ability **/ private void updateCooldowns() { for (int i = 0; i < numAbilities; i++) { if (coolDownInProgress[i]) { float timeElapsed = Time.time - spawnTime[i]; if (timeElapsed > coolDown[i]) { coolDownInProgress[i] = false; spawnTime[i] = Time.time; } AbilityCoolDownMessage message = new AbilityCoolDownMessage(abilityType[i], coolDown[i], timeElapsed); MessageCenter.Instance.Broadcast(message); } } }
/** * Update the cooldowns for each ability **/ private void updateCooldowns() { for( int i = 0; i < numAbilities; i++ ) { if( coolDownInProgress[i] ) { float timeElapsed = Time.time - spawnTime[i]; if(timeElapsed > coolDown[i]){ coolDownInProgress[i] = false; spawnTime[i] = Time.time; } AbilityCoolDownMessage message = new AbilityCoolDownMessage(abilityType[i], coolDown[i], timeElapsed); MessageCenter.Instance.Broadcast(message); } } }