add some extra assets FX and SFX
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@@ -61,10 +61,13 @@ public class playerAbilitiesSystem : MonoBehaviour
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public playerAbilitiesUISystem mainPlayerAbilitiesUISystem;
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int energyStatIndex;
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bool mainPlayerAbilitiesUISystemAssigned;
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bool ignoreMenusCheckActive;
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void Start ()
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{
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if (abilitiesSystemEnabled) {
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@@ -100,11 +103,11 @@ public class playerAbilitiesSystem : MonoBehaviour
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}
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}
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void Update ()
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public bool getCanMove ()
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{
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if (abilitiesSystemEnabled) {
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canMove = !mainPlayerController.isPlayerDead () && mainPlayerController.canPlayerMove ();
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}
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canMove = (!mainPlayerController.isPlayerDead () && mainPlayerController.canPlayerMove ());
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return canMove;
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}
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public void setNextAbility ()
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@@ -507,7 +510,11 @@ public class playerAbilitiesSystem : MonoBehaviour
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setPauseCheckUsingDeviceOnAbilityInputState (!pauseCheckUsingDeviceOnAbilityInput);
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}
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bool ignoreMenusCheckActive;
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public void activateCustomAction (string actionName)
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{
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mainPlayerController.activateCustomAction (actionName);
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}
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public bool playerIsBusy ()
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{
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if (!pauseCheckUsingDeviceOnAbilityInput && mainPlayerController.isUsingDevice ()) {
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@@ -979,6 +986,8 @@ public class playerAbilitiesSystem : MonoBehaviour
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currentAbilityInfo.activateUpdateAbility ();
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currentAbilityInfo.checkIfUseAnimationWithActionSystemOnPressDown ();
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if (currentAbilityInfo.disableAbilityInputInUseStateOnPressDown) {
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abilityInputInUse = false;
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}
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@@ -1161,6 +1170,8 @@ public class playerAbilitiesSystem : MonoBehaviour
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currentAbilityInfo.stopActivateUpdateAbility ();
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currentAbilityInfo.checkIfUseAnimationWithActionSystemOnPressUp ();
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if (currentAbilityInfo.useTimeLimit && currentAbilityInfo.useTimeLimitOnPressUp) {
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if (currentAbilityInfo.abilityCurrentlyActiveFromPressUp) {
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if (currentAbilityInfo.useLimitWhenAbilityCurrentActiveFromPress) {
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