public bool CastSpell(int spellIndex) { print(string.Format("casting spell : {0}", spellIndex)); SpellController spell = m_SpellSlots[spellIndex]; return(spell.HandleShootInputs( true, // down true, // hold true)); //release }
private void Update() { // handle shooting SpellController basicSpell = m_SpellSlots[basicSpellIndex]; basicSpell.HandleShootInputs( m_InputHandler.GetFireInputDown(), m_InputHandler.GetFireInputHeld(), m_InputHandler.GetFireInputReleased()); SpellController altSpell = m_SpellSlots[altSpellIndex]; altSpell.HandleShootInputs( m_InputHandler.GetAltInputDown(), m_InputHandler.GetAltInputHeld(), m_InputHandler.GetAltInputReleased()); SpellController utilitySpell = m_SpellSlots[utilitySpellIndex]; utilitySpell.HandleShootInputs( m_InputHandler.GetUtilityInputDown(), m_InputHandler.GetUtilityInputHeld(), m_InputHandler.GetUtilityInputReleased()); SpellController ultimateSpell = m_SpellSlots[ultimateSpellIndex]; ultimateSpell.HandleShootInputs( m_InputHandler.GetUltimateInputDown(), m_InputHandler.GetUltimateInputHeld(), m_InputHandler.GetUltimateInputReleased()); SpellController interactSpell = interactionController; interactSpell.HandleShootInputs( m_InputHandler.GetInteractInputDown(), m_InputHandler.GetInteractInputHeld(), m_InputHandler.GetInteractInputReleased()); // Pointing at enemy handling // isPointingAtEnemy = false; // if(Physics.Raycast(SpellCamera.transform.position, SpellCamera.transform.forward, out RaycastHit hit, 1000, -1, QueryTriggerInteraction.Ignore)) // { // if(hit.collider.GetComponentInParent<EnemyCharacterController>()) // { // isPointingAtEnemy = true; // } // } }