diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
index cbc737e..cb54256 100644
--- a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
@@ -26,7 +26,7 @@ public class ClassBase {
protected FloatingTextSpawner TextPopUp;
/// Always in the order of Up, Down, Left, Right
public string AnimationToPlay = "";
- public Dictionary Skills = new Dictionary();
+ public Dictionary Skills = new Dictionary();
[SerializeField] private List AvailableSkills = new List();
public ClassBase(Player player) {
@@ -36,20 +36,20 @@ public class ClassBase {
TextPopUp = new FloatingTextSpawner(player.transform);
}
- public void GenerateAvailableSkillsList() {
- AvailableSkills.AddRange(Skills.Values);
- }
-
virtual public void Tick() {
TimeElapsed = Time.time;
ClassSkill.TimeElapsed = TimeElapsed;
AvailableSkills.ForEach((x) => x.UpdateCooldown());
foreach (var skill in Skills.Values) { skill.UpdateCooldown(); }
}
+
virtual public void HandlePrimaryAttack() { }
virtual public void HandleSecondaryAttack() { }
+ public void GenerateAvailableSkillsList() => AvailableSkills.AddRange(Skills.Values);
+
+
[Serializable]
public class ClassSkill {
public static float TimeElapsed;
diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
index 2e0c1ad..597837d 100644
--- a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
@@ -22,9 +22,9 @@ public class MeleeFighterClass : ClassBase {
public MeleeFighterClass(Player player) : base(player) {
- Skills.Add((int)AttackState.PhaseCleave, new ClassSkill("PhaseCleave", 2f, 3));
- Skills.Add((int)AttackState.BladeVortex, new ClassSkill("BladeVortex", 2f, 3));
- Skills.Add((int)AttackState.Shockwave, new ClassSkill("Shockwave", 2f, 3));
+ Skills.Add(AttackState.PhaseCleave, new ClassSkill("PhaseCleave", 2f, 3));
+ Skills.Add(AttackState.BladeVortex, new ClassSkill("BladeVortex", 2f, 3));
+ Skills.Add(AttackState.Shockwave, new ClassSkill("Shockwave", 2f, 3));
GenerateAvailableSkillsList();
}
@@ -167,7 +167,7 @@ public class MeleeFighterClass : ClassBase {
case AttackState.BasicAttack1:
if (!AllowBladeVortex) return;
- if (!Skills[(int)AttackState.BladeVortex].IsReady()) {
+ if (!Skills[AttackState.BladeVortex].IsReady()) {
ChangeState(AttackState.None);
return;
}