SkillEquipManager && PracticalNode

  • SkillEquipManager is a manager class of control the lifecycle of the skills.The basic unit of SkillEquipManager is PracticalNode.
  • PracticalNode.cs is already created and tested and it’s not expected to be modified.PracticalNode is a class “packaing” LTNode and it adds some bool state variable such asisTriggering,isTriggered,isPlaying and so on. The state of the PracticalNode is managed by the SkillEquipManager.
  • SkillEquipManager will be automatically loaded to the gameobject when coming to play mode.
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Though the PracticalNode has state variables, you’d better use the function SkillEquipManager.checkStatus(string skillName) supported to query the state of them.

It will return enum state variables such as SkillStatus.NonExist,SkillStatus.NonActivated,SkillStatus.Playing,SkillStatus.Free and SkillStatus.CoolDowning.

  • If a skill is not activated(NonActivated), it cannot be played( to activate, go to the tree node ).
  • If a skill is cooldowned and ready for trigger, it is Free.
  • If a skill is exited and cooldowning , it is CoolDowning.
  • else, a skill is Playing.

Besides,you can set and get your skill scripts’ properties using the functionsSkillEquipManager.setProperty<T>(string skName,string property,T value,bool useBase),SkillEquipManager.getProperty<T>(string skName,string property,T value,bool useBase).

Further documentation can be checked in another file Documentation for The Skil.

A lots of functions are supported for developers in SkillEquipManager.cs.

And you can access them by GetComponent<TheSkill>().equip to get the manager and use the functions.