示例#1
0
        // Update is called once per frame
        void Update()
        {
            if (!GameControl.EnableAbility())
            {
                return;
            }

            //iterates cooldown
            for (int i = 0; i < abilityList.Count; i++)
            {
                abilityList[i].currentCD -= Time.deltaTime;
            }

            //change selected ability
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                Select(0);
            }
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                Select(1);
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                Select(2);
            }
            if (Input.GetKeyDown(KeyCode.Alpha4))
            {
                Select(3);
            }
            if (Input.GetKeyDown(KeyCode.Alpha5))
            {
                Select(4);
            }
            if (Input.GetKeyDown(KeyCode.Alpha6))
            {
                Select(5);
            }
            if (Input.GetKeyDown(KeyCode.Alpha7))
            {
                Select(6);
            }
            if (Input.GetKeyDown(KeyCode.Alpha8))
            {
                Select(7);
            }
            if (Input.GetKeyDown(KeyCode.Alpha9))
            {
                Select(8);
            }
            if (Input.GetKeyDown(KeyCode.Alpha0))
            {
                Select(9);
            }
        }
示例#2
0
 //launch ability
 public void FireAbilityAlt()
 {
     if (destroyed || IsStunned())
     {
         return;
     }
     if (GameControl.EnableAltFire() && GameControl.EnableAbility())
     {
         AbilityManager.LaunchAbility();
     }
 }
示例#3
0
        public override void Start()
        {
            cam  = Camera.main;
            camT = cam.transform;
            //camPivot=cam.transform.parent;

            if (enableAbility && GameControl.EnableAbility())
            {
                AbilityManager.SetupAbility(abilityIDList, enableAllAbilities);
            }

            if (perk != null)
            {
                List <Ability> abList = AbilityManager.GetAbilityList();
                for (int i = 0; i < abList.Count; i++)
                {
                    abList[i].SetPlayerPerk(perk);
                }
            }

            Init();
        }