private bool UpdateSkillUsing(float distance) { if (skillCD > 0) { return(false); } if (distance > mWeapon.optimalDistance) { return(false); } if (m_Skills && m_CurrentSkills != null) { if (m_CurrentSkills.Count > 0) { //int slot = m_SlotsWithSkills.AnyElement(); int skill = m_CurrentSkills.AnyElement(); int slot = m_Skills.GetSlotBySkillId(skill); if (slot >= 0) { var skillObj = m_Skills.GetSkillById(skill); if (skillObj != null) { if (skillObj.ready && skillObj.energyOk) { if (m_Skills.UseSkill(slot, mTarget.targetObject)) { skillCD = skillObj.data.Cooldown; //log.InfoFormat("NPC used skill = {0}".Color(LogColor.orange), skillObj.data.Id.ToString("X8")); //log.InfoFormat("npc successfully used skill at slot = {0}, energy = {1}".Color(LogColor.orange), slot, GetComponent<ShipEnergyBlock>().currentEnergy); return(true); } } } } } } return(false); }