public bool Activate(params Constants.AbilityActivationCondition[] conditions) { if (HandleActivationConditions(conditions) == false) { //Debug.Log(abilityName + " failed an activation condition"); return(false); } if (procChance < 1f && ProcRoll() == false) { //Debug.Log(abilityName + " failed a procroll"); return(false); } if (sequencedAbilities.Count < 1) { //Debug.Log(abilityName + " has no sequences and is activating"); EffectManager.ActivateAllEffects(); } else { //Debug.Log("activating " + sequencedAbilities[sequenceIndex].abilityName + " with index of " + sequenceIndex); if (sequencedAbilities[sequenceIndex].Activate()) { //Debug.Log(sequencedAbilities[sequenceIndex].abilityName + "activated successfully"); sequenceTimer.ResetTimer(); } } if (UseDuration > 0) { InUse = true; } if (sequencedAbilities.Count < 1) { Debug.Log(abilityName + " has been activated"); } targets.Clear(); return(true); }
public bool Activate(params Constants.AbilityActivationCondition[] conditions) { if (HandleActivationConditions(conditions) == false) { return(false); } if (procChance < 1f && ProcRoll() == false) { return(false); } EffectManager.ActivateAllEffects(); InUse = true; Debug.Log(abilityName + " has been activated"); return(true); }