bool skillPhase;//phaseOne = user has clicked to know the skill range protected override void Start() { base.Start(); _timerAux = timeToPassive; _mySkill = gameObject.AddComponent <WarScreamSkill>(); skills.Add(_mySkill); _mySkill.infoCanvas = infoCanvas; pMainSkill = _mySkill; }
bool skillPhase;//phaseOne = user has clicked to know the skill range protected override void Start() { base.Start(); transform.position = new Vector3(transform.position.x, airYpos, transform.position.z); //_timerAux = timeToPassive; _mySkill = gameObject.AddComponent <WarScreamSkill>(); skills.Add(_mySkill); _mySkill.infoCanvas = infoCanvas; pMainSkill = _mySkill; }
public override void Initialize(GameObject user, AEntityAttribute <TModuleType> attributes) { FireballSkill <TModuleType> skillFireBall = new FireballSkill <TModuleType>(); SimpleHealSkill <TModuleType> skillHeal = new SimpleHealSkill <TModuleType>(); WarScreamSkill <TModuleType> skillScream = new WarScreamSkill <TModuleType>(); // AREGLE PLUSTARD //skillFireBall.LevelUp(user, attributes); //skillHeal.LevelUp(user, attributes); //skillScream.LevelUp(user, attributes); ; //this.Add(skillFireBall); //this.Add(skillHeal); //this.Add(skillScream); //this.Add(new FearScreamSkill<TModuleType>()); }