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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Events;
using Utilities.Inspector;
namespace DragonCrashers
{
public class UnitAbilitiesBehaviour : MonoBehaviour
{
public UnitAbilityBehaviour[] abilities;
[SerializeField]
[ReadOnly] private List<int> abilityQueue;
[SerializeField]
[ReadOnly]private bool abilityCastAllow;
[SerializeField]
[ReadOnly]private bool abilityCurrentlyActive;
void Awake()
{
abilityQueue = new List<int>();
SetupAbilities();
}
void SetupAbilities()
{
for(int i = 0; i < abilities.Length; i++)
{
abilities[i].SetupID(i);
abilities[i].SetupAbilityCooldownTimer();
}
}
public void StartAbilityCooldowns()
{
abilityCastAllow = true;
abilityCurrentlyActive = false;
for(int i = 0; i < abilities.Length; i++)
{
abilities[i].StartAbilityCooldown();
}
}
public void AddAbilityToQueue(int abilityID)
{
abilityQueue.Add(abilityID);
CheckForNextAbility();
}
void CheckForNextAbility()
{
if(abilityQueue.Count > 0)
{
if(!abilityCurrentlyActive)
{
if(abilityCastAllow)
{
BeginAbility();
abilityCurrentlyActive = true;
}
}
}
}
void BeginAbility()
{
int currentAbility = abilityQueue[0];
abilities[currentAbility].BeginAbilitySequence();
abilityQueue.RemoveAt(0);
}
public void AbilitySequenceFinished()
{
abilityCurrentlyActive = false;
CheckForNextAbility();
}
public void StopAllAbilities()
{
abilityQueue.Clear();
abilityCastAllow = false;
for(int i = 0; i < abilities.Length; i++)
{
abilities[i].StopAbility();
}
}
}
}