示例#1
0
 public override void ProcessAbilityCoolDowns(AnimatedAbility baseAbility, float animationLength, float abilityCoolDown)
 {
     if (SystemConfigurationManager.MyInstance.MyAllowAutoAttack == false || !baseAbility.IsAutoAttack)
     {
         base.ProcessAbilityCoolDowns(baseAbility, animationLength, abilityCoolDown);
     }
 }
示例#2
0
        public override bool PerformAnimatedAbilityCheck(AnimatedAbility animatedAbility)
        {
            bool returnresult = base.PerformAnimatedAbilityCheck(animatedAbility);

            if (!returnresult)
            {
                if (PlayerManager.MyInstance.MyPlayerUnitSpawned == true && CombatLogUI.MyInstance != null)
                {
                    CombatLogUI.MyInstance.WriteCombatMessage("Cannot use " + (animatedAbility.DisplayName == null ? "null" : animatedAbility.DisplayName) + ". Waiting for another ability to finish.");
                }
            }
            return(returnresult);
        }
示例#3
0
 public virtual bool PerformAnimatedAbilityCheck(AnimatedAbility animatedAbility)
 {
     return(true);
 }
示例#4
0
 public virtual float PerformAnimatedAbility(AnimationClip animationClip, AnimatedAbility animatedAbility, BaseCharacter targetBaseCharacter, AbilityEffectContext abilityEffectContext)
 {
     // do nothing for now
     return(0f);
 }
示例#5
0
 public virtual void ProcessAbilityCoolDowns(AnimatedAbility baseAbility, float animationLength, float abilityCoolDown)
 {
     // do nothing
 }