/// <summary> /// Makes the skill go on cooldown. /// </summary> protected void GoOnCooldown() { if (_cooldown != 0) { // Sets cooldown timer to cooldown. When cooldown timer reaches 0, we can use the skill again _cooldownTimer = _cooldown; // If the current character is an ally, we also want them to reset their skill to basic attack if (_maRef.WhatAmI == CharacterType.Ally) { // Get the ally skill controller AllySkillController allyskillContRef = _maRef.GetComponent <AllySkillController>(); if (allyskillContRef == null) { Debug.Log("No AllySkillController was attached to " + _maRef.name); return; } // De activate the special skill (if it was one) allyskillContRef.DeactivateSkill(); } OnCooldownStart?.Invoke(); } }
/// <summary> /// Invoke cooldown start at the end of an attack for the current weapon /// </summary> public void InvokeCooldownStart() => OnCooldownStart?.Invoke();