public void TurnOnActiveSkill(string name, float result) { int _id = ActiveSkills[name].getId(); int _requiredEnergy = ActiveSkills[name].requiredEnergy; ActiveSkill.SkillType _skillType = ActiveSkills[name].skillType; if (_skillType == ActiveSkill.SkillType.ActiveDamage) { if (GlobalManager.currentEnemy != null) { if (globalManager.getEnergy() >= _requiredEnergy) { globalManager.setEnergy(globalManager.getEnergy() - _requiredEnergy); // Skill object GameObject SkillObject = Instantiate(SkillObjectPrefab, monsterPanel.transform); SkillObject.GetComponent <Animator>().SetInteger("SkillID", _id); SkillObject.GetComponent <SkillObject>().setResult(result); ActiveSkillEffect(name); } else { // Not enough energy } } } else if (_skillType == ActiveSkill.SkillType.Buff) { } else if (_skillType == ActiveSkill.SkillType.Debuff) { } }
public void TurnOnMonsterSkill(string name, float result) { ActiveSkill.SkillType _skillType = EnemySkills[name].skillType; Monster m = GlobalManager.currentEnemy.GetComponent <Monster>(); if (_skillType == ActiveSkill.SkillType.Multiple) { switch (name) { case "LittleRecovery": m.setHp(m.getHp() + m.getMaxHp() / 10); break; } } else if (_skillType == ActiveSkill.SkillType.Single) { switch (name) { case "ClickShield": skillLogo.SetActive(true); m.setClickShieldCount(10); break; case "NormalDodge": m.setDodgeChance(20); break; } } }