void UpdateEnergyDisplay() { float energy = AbilityManagerFaction.GetFactionEnergy(FactionManager.GetSelectedFactionID()); float energyFull = AbilityManagerFaction.GetFactionEnergyFull(FactionManager.GetSelectedFactionID()); lbEnergy.text = energy + "/" + energyFull; sliderEnergy.value = energy / energyFull; }
public virtual string IsAvailable() { if (AbilityManagerFaction.GetFactionEnergy(factionID) < GetCost()) { return("Insufficient AP"); } if (!currentCD.Due()) { return(name + " Ability on cooldown "); //+currentCD.duration; } int limit = GetUseLimit(); if (limit >= 1 && useCount >= limit) { return("Ability is used up"); } return(""); }