GetCoolDown() public method

public GetCoolDown ( ) : float
return float
示例#1
0
 /// <summary>
 /// Refreshes the skill detailed menu about the last selected skill
 /// </summary>
 /// <param name="skillToCareAbout">The last selected skill</param>
 private void RefreshSkillDetails()
 {
     if (_lastSkill != null)
     {
         Skill skillToCareAbout = _lastSkill;
         // Set the display information to go with the skill
         _skillIcon.sprite      = SkillHolder.GetSkillImage(skillToCareAbout.GetSkillNum());
         _skillNameText.text    = " " + SkillHolder.GetSkillName(skillToCareAbout.GetSkillNum());
         _skillDescription.text = SkillHolder.GetSkillDescription(skillToCareAbout.GetSkillNum());
         _damageText.text       = skillToCareAbout.GetDamage().ToString();
         _rangeText.text        = skillToCareAbout.GetRange().ToString();
         _cooldownText.text     = skillToCareAbout.GetCoolDown().ToString();
     }
 }
示例#2
0
    /// <summary>
    /// Display the preview menu with the ally's special skill
    /// </summary>
    /// <param name="allyStats">Reference to the ally who is parent of the skill</param>
    public void DisplayUpdatePreviewMenu(AllyStats allyStats)
    {
        // Update the skill preview
        string skillName        = " None";
        string skillDescription = "Upgrade magic to gain a skill";
        string skillDmg         = "0";
        string skillRange       = "0";
        string skillCooldown    = "0";
        Sprite skillIcon        = null;

        // Get the reference to the skill
        if (allyStats != null)
        {
            AllySkillController skillContRef = allyStats.GetComponent <AllySkillController>();
            if (skillContRef != null)
            {
                Skill activeSkill = skillContRef.SpecialSkill;
                if (activeSkill != null)
                {
                    skillName        = " " + SkillHolder.GetSkillName(activeSkill.GetSkillNum());
                    skillDescription = SkillHolder.GetSkillDescription(activeSkill.GetSkillNum());
                    skillDmg         = activeSkill.GetDamage().ToString();
                    skillRange       = activeSkill.GetRange().ToString();
                    skillCooldown    = activeSkill.GetCoolDown().ToString();
                    skillIcon        = SkillHolder.GetSkillImage(activeSkill.GetSkillNum());
                }
            }
        }
        // Set the values
        _skillNameText.text        = skillName;
        _skillDescriptionText.text = skillDescription;
        _skillDmgText.text         = skillDmg;
        _skillRangeText.text       = skillRange;
        _skillCooldownText.text    = skillCooldown;
        _skillIconImage.sprite     = skillIcon;
        if (skillIcon == null)
        {
            _skillIconImage.color = new Color(0, 0, 0, 0);
        }
        else
        {
            _skillIconImage.color = new Color(1, 1, 1, 1);
        }
        // Set their colors to default
        _skillNameText.color        = _defSkillTextCol;
        _skillDescriptionText.color = _defSkillTextCol;
        _skillDmgText.color         = _defSkillTextCol;
        _skillRangeText.color       = _defSkillTextCol;
        _skillCooldownText.color    = _defSkillTextCol;
    }
示例#3
0
    /// <summary>
    /// Changes the skill detailed menu about the skill
    /// </summary>
    /// <param name="skillIndex">Index of the button pressed</param>
    public void ChangeSkillDetails(int skillIndex)
    {
        // Get the current character's available skills
        MoveAttack   charMA      = _mAGUIContRef.RecentCharSelectedMA;
        List <Skill> availSkills = charMA.GetComponent <CharacterSkills>().GetAvailableSkills();
        // Get the skill coresponding to the clicked button
        Skill skillToCareAbout = availSkills[skillIndex];

        // Set the display information to go with the skill
        _skillIcon.sprite      = SkillHolder.GetSkillImage(skillToCareAbout.GetSkillNum());
        _skillNameText.text    = " " + SkillHolder.GetSkillName(skillToCareAbout.GetSkillNum());
        _skillDescription.text = SkillHolder.GetSkillDescription(skillToCareAbout.GetSkillNum());
        _damageText.text       = skillToCareAbout.GetDamage().ToString();
        _rangeText.text        = skillToCareAbout.GetRange().ToString();
        _cooldownText.text     = skillToCareAbout.GetCoolDown().ToString();

        _lastSkill = skillToCareAbout;
    }
示例#4
0
    /// <summary>
    /// Replaces text and such with what would happen if the skill was upgraded
    /// </summary>
    /// <param name="allyGrim">Grimoire of the selected</param>
    /// <param name="previewMagicStat">The amount the magic will potentially increase</param>
    public void PreviewSkillUpgrade(AllyGrimoire allyGrim, int amountIncrease)
    {
        // Default values
        string skillName        = " None";
        string skillDescription = "Upgrade magic to gain a skill";
        int    skillDmg         = 0;
        int    skillRange       = 0;
        int    skillCooldown    = 0;
        Sprite skillIcon        = null;

        // For if the values were changed at all
        bool isSkillNameBuff     = false;
        bool isSkillDmgBuff      = false;
        bool isSkillRangeBuff    = false;
        bool isSkillCooldownBuff = false;

        // Get the starting values for the skill
        AllySkillController skillContRef = allyGrim.GetComponent <AllySkillController>();

        if (skillContRef != null)
        {
            Skill activeSkill = skillContRef.SpecialSkill;
            if (activeSkill != null)
            {
                skillName        = " " + SkillHolder.GetSkillName(activeSkill.GetSkillNum());
                skillDescription = SkillHolder.GetSkillDescription(activeSkill.GetSkillNum());
                skillIcon        = SkillHolder.GetSkillImage(activeSkill.GetSkillNum());
                skillDmg         = activeSkill.GetDamage();
                skillRange       = activeSkill.GetRange();
                skillCooldown    = activeSkill.GetCoolDown();
            }


            // Iterate over the buffs
            for (int i = 1; i <= amountIncrease; ++i)
            {
                // Get the next buff
                MagicBuff nextBuff = allyGrim.PeekForward(i);

                switch (nextBuff)
                {
                // If the next buff is to acquire a skill, get that skill and set the defaults
                case (MagicBuff.SKILLACQ):
                    // We are going to temporarily give this character the skill in question to get the starting values
                    Skill gainSkill = _skillHolderRef.GiveSkill(skillContRef, allyGrim.SkillToGain);

                    skillName        = " " + SkillHolder.GetSkillName(allyGrim.SkillToGain);
                    skillDescription = SkillHolder.GetSkillDescription(allyGrim.SkillToGain);
                    skillIcon        = SkillHolder.GetSkillImage(allyGrim.SkillToGain);
                    skillDmg         = gainSkill.GetDamage();
                    skillRange       = gainSkill.GetRange();
                    skillCooldown    = gainSkill.GetCoolDown();

                    isSkillNameBuff     = true;
                    isSkillDmgBuff      = true;
                    isSkillRangeBuff    = true;
                    isSkillCooldownBuff = true;

                    // Get rid of the temporary skill
                    Destroy(gainSkill);
                    break;

                // If the next buff is just an increment, increment them
                case (MagicBuff.DMGINC):
                    ++skillDmg;
                    isSkillDmgBuff = true;
                    break;

                case (MagicBuff.RANGEINC):
                    isSkillRangeBuff = true;
                    ++skillRange;
                    break;

                case (MagicBuff.COOLLWR):
                    isSkillCooldownBuff = true;
                    --skillCooldown;
                    break;

                default:
                    Debug.Log("Unhandled MagicBuff in SkillPreviewController");
                    break;
                }
            }
            // Set the values
            _skillNameText.text        = skillName;
            _skillDescriptionText.text = skillDescription;
            _skillIconImage.sprite     = skillIcon;
            if (skillIcon == null)
            {
                _skillIconImage.color = new Color(0, 0, 0, 0);
            }
            else
            {
                _skillIconImage.color = new Color(1, 1, 1, 1);
            }
            _skillDmgText.text      = skillDmg.ToString();
            _skillRangeText.text    = skillRange.ToString();
            _skillCooldownText.text = skillCooldown.ToString();
            // Set the ones that were buffed to green
            if (isSkillNameBuff)
            {
                _skillNameText.color = CharDetailedMenuController.UpgradeTextCol;
            }
            if (isSkillDmgBuff)
            {
                _skillDmgText.color = CharDetailedMenuController.UpgradeTextCol;
            }
            if (isSkillRangeBuff)
            {
                _skillRangeText.color = CharDetailedMenuController.UpgradeTextCol;
            }
            if (isSkillCooldownBuff)
            {
                _skillCooldownText.color = CharDetailedMenuController.UpgradeTextCol;
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     defense = GetComponent<Defense>();
     multiShot = gameObject.AddComponent<MultiShot>();
     Debug.Log("MultiShot starting cooldown!" + multiShot.GetCoolDown());
 }