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CooldownManager.cs
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CooldownManager.cs
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using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
//using UnityEngine.InputSystem.DualShock;
using UnityEngine.UI;
public class CooldownManager : MonoBehaviour
{
#region Dash
[HideInInspector] public bool Dash_Offcooldown = true;
public float Dash_Cooldown;
public IEnumerator Dash_Countdown()
{
Dash_Offcooldown = false;
yield return new WaitForSeconds(Dash_Cooldown);
Dash_Offcooldown = true;
}
public void Dash_Timer()
{
StartCoroutine(Dash_Countdown());
}
#endregion
#region Fire Variables
[HideInInspector] public bool Fireball_Offcooldown = true;
public int Fireball_Cooldown;
[HideInInspector] public bool Magma_Offcooldown = true;
public int Magma_Cooldown;
[HideInInspector] public bool Scorching_Ray_Offcooldown = true;
public int Scorching_Ray_Cooldown;
[HideInInspector] public bool Homing_Flares_Offcooldown = true;
public int Homing_Flares_Cooldown;
[HideInInspector] public bool Dragons_Breath_Offcooldown = true;
public int Dragons_Breath_Cooldown;
[HideInInspector] public bool Solar_Flare_Offcooldown = true;
public int Solar_Flare_Cooldown;
[HideInInspector] public bool Meteor_Shower_Offcooldown = true;
public int Meteor_Shower_Cooldown;
[HideInInspector] public bool Flare_Beam_Burst_Offcooldown = true;
public int Flare_Beam_Burst_Cooldown;
[HideInInspector] public bool Meteor_Offcooldown = true;
public int Meteor_Cooldown = 3;
[HideInInspector] public bool Seeker_Bomb_Offcooldown = true;
public int Seeker_Bomb_Cooldown;
[HideInInspector] public bool FlareBarrage_Offcooldown = true;
public int FlareBarrage_Cooldown;
[HideInInspector] public bool Sunbeam_Offcooldown = true;
public int Sunbeam_Cooldown;
[HideInInspector] public bool Solar_Sphere_Offcooldown = true;
public int Solar_Sphere_Cooldown;
#endregion
#region Frost Variables
[HideInInspector] public bool Ice_Claymore_Offcooldown = true;
public int Ice_Claymore_Cooldown;
[HideInInspector] public bool Wave_Cannon_Offcooldown = true;
public int Wave_Cannon_Cooldown;
[HideInInspector] public bool Ice_Lances_Offcooldown = true;
public int Ice_Lances_Cooldown;
[HideInInspector] public bool IceRay_Offcooldown = true;
public int IceRay_Cooldown;
[HideInInspector] public bool Icey_Slash_Offcooldown = true;
public int Icey_Slash_Cooldown;
[HideInInspector] public bool Frozen_Orb_Offcooldown = true;
public int Frozen_Orb_Cooldown;
[HideInInspector] public bool Ice_Spear_Offcooldown = true;
public int Ice_Spear_Cooldown;
[HideInInspector] public bool Whirlpool_Offcooldown = true;
public int Whirlpool_Cooldown;
[HideInInspector] public bool Glacial_Spike_Offcooldown = true;
public int Glacial_Spike_Cooldown;
[HideInInspector] public bool Blizzard_Offcooldown = true;
public int Blizzard_Cooldown;
[HideInInspector] public bool Ice_Mines_Offcooldown = true;
public int Ice_Mines_Cooldown;
[HideInInspector] public bool Shattered_Ice_Offcooldown = true;
public int Shattered_Ice_Cooldown;
#endregion
#region Air Variables
[HideInInspector] public bool Explosive_Charge_Offcooldown = true;
public int Explosive_Charge_Cooldown;
[HideInInspector] public bool Shock_Nova_Offcooldown = true;
public int Shock_Nova_Cooldown;
[HideInInspector] public bool Wind_Assault_Offcooldown = true;
public int Wind_Assault_Cooldown;
[HideInInspector] public bool Lightning_Dash_Offcooldown = true;
public int Lightning_Dash_Cooldown;
[HideInInspector] public bool Ball_Lightning_Offcooldown = true;
public int Ball_Lightning_Cooldown;
[HideInInspector] public bool Tornado_Offcooldown = true;
public int Tornado_Cooldown;
[HideInInspector] public bool Plasma_Ray_Offcooldown = true;
public int Plasma_Ray_Cooldown;
[HideInInspector] public bool Vortex_Offcooldown = true;
public int Vortex_Cooldown;
[HideInInspector] public bool Chain_Lightning_Offcooldown = true;
public int Chain_Lightning_Cooldown;
[HideInInspector] public bool Volatile_Charge_Offcooldown = true;
public int Volatile_Charge_Cooldown;
[HideInInspector] public bool Storm_Offcooldown = true;
public int Storm_Cooldown;
[HideInInspector] public bool Microburst_Offcooldown = true;
public int Microburst_Cooldown;
[HideInInspector] public bool Static_Offcooldown = true;
public int Static_Cooldown;
#endregion
#region Earth Variables
[HideInInspector] public bool Earth_Bend_Offcooldown = true;
public int Earth_Bend_Cooldown;
[HideInInspector] public bool Stone_Sling_Offcooldown = true;
public int Stone_Sling_Cooldown;
[HideInInspector] public bool Loose_Boulder_Offcooldown = true;
public int Loose_Boulder_Cooldown;
[HideInInspector] public bool Rock_Hammer_Offcooldown = true;
public int Rock_Hammer_Cooldown;
[HideInInspector] public bool Stone_Spray_Offcooldown = true;
public int Stone_Spray_Cooldown;
[HideInInspector] public bool Earth_Spike_Offcooldown = true;
public int Earth_Spike_Cooldown;
[HideInInspector] public bool Sky_Piercer_Offcooldown = true;
public int Sky_Piercer_Cooldown;
[HideInInspector] public bool Earthen_Aegis_Offcooldown = true;
public int Earthen_Aegis_Cooldown;
[HideInInspector] public bool Seismic_Shockwave_Offcooldown = true;
public int Seismic_Shockwave_Cooldown;
[HideInInspector] public bool Dust_Devil_Offcooldown = true;
public int Dust_Devil_Cooldown;
[HideInInspector] public bool Terra_Dive_Offcooldown = true;
public int Terra_Dive_Cooldown;
[HideInInspector] public bool Rock_Wall_Offcooldown = true;
public int Rock_Wall_Cooldown;
#endregion
#region SINGLETON PATTERN
public static CooldownManager instance;
private void Awake()
{
if (instance != null)
{
Debug.Log("Warning: Multiple inventory instance");
}
instance = this;
Magma_Offcooldown = true;
}
#endregion
#region Fire Cooldown Timers
public IEnumerator Fireball_Countdown()
{
Fireball_Offcooldown = false;
yield return new WaitForSeconds(Fireball_Cooldown);
Fireball_Offcooldown = true;
}
public void Fireball_Timer()
{
StartCoroutine(Fireball_Countdown());
}
public IEnumerator Scorching_Ray_Countdown()
{
Scorching_Ray_Offcooldown = false;
yield return new WaitForSeconds(Scorching_Ray_Cooldown);
Scorching_Ray_Offcooldown = true;
}
public void Scorching_Ray_Timer()
{
StartCoroutine(Scorching_Ray_Countdown());
}
public IEnumerator Magma_Orb_Countdown()
{
Magma_Offcooldown = false;
yield return new WaitForSeconds(Magma_Cooldown);
Magma_Offcooldown = true;
}
public void Magma_Timer()
{
StartCoroutine(Magma_Orb_Countdown());
}
public IEnumerator Homing_Flares_Countdown()
{
Homing_Flares_Offcooldown = false;
yield return new WaitForSeconds(Homing_Flares_Cooldown);
Homing_Flares_Offcooldown = true;
}
public void Homing_Flares_Timer()
{
StartCoroutine(Homing_Flares_Countdown());
}
public IEnumerator Dragons_Breath_Countdown()
{
Dragons_Breath_Offcooldown = false;
yield return new WaitForSeconds(Dragons_Breath_Cooldown);
Dragons_Breath_Offcooldown = true;
}
public void Dragons_Breath_Timer()
{
StartCoroutine(Dragons_Breath_Countdown());
}
public IEnumerator Solar_Flare_Countdown()
{
Solar_Flare_Offcooldown = false;
yield return new WaitForSeconds(Solar_Flare_Cooldown);
Solar_Flare_Offcooldown = true;
}
public void Solar_Flare_Timer()
{
StartCoroutine(Solar_Flare_Countdown());
}
public IEnumerator Meteor_Shower_Countdown()
{
Meteor_Shower_Offcooldown = false;
yield return new WaitForSeconds(Meteor_Shower_Cooldown);
Meteor_Shower_Offcooldown = true;
}
public void Meteor_Shower_Timer()
{
StartCoroutine(Meteor_Shower_Countdown());
}
public IEnumerator Flare_Beam_Burst_Countdown()
{
Flare_Beam_Burst_Offcooldown = false;
yield return new WaitForSeconds(Flare_Beam_Burst_Cooldown);
Flare_Beam_Burst_Offcooldown = true;
}
public void Flare_Beam_Burst_Timer()
{
StartCoroutine(Flare_Beam_Burst_Countdown());
}
public IEnumerator Meteor_Countdown()
{
Meteor_Offcooldown = false;
yield return new WaitForSeconds(Meteor_Cooldown);
Meteor_Offcooldown = true;
}
public void Meteor_Timer()
{
StartCoroutine(Meteor_Countdown());
}
public IEnumerator Seeker_Bomb_Countdown()
{
Seeker_Bomb_Offcooldown = false;
yield return new WaitForSeconds(Seeker_Bomb_Cooldown);
Seeker_Bomb_Offcooldown = true;
}
public void Seeker_Bomb_Timer()
{
StartCoroutine(Seeker_Bomb_Countdown());
}
public IEnumerator FlareBarrage_Countdown()
{
FlareBarrage_Offcooldown = false;
yield return new WaitForSeconds(FlareBarrage_Cooldown);
FlareBarrage_Offcooldown = true;
}
public void FlareBarrage_Timer()
{
StartCoroutine(FlareBarrage_Countdown());
}
public IEnumerator Sunbeam_Countdown()
{
Sunbeam_Offcooldown = false;
yield return new WaitForSeconds(Sunbeam_Cooldown);
Sunbeam_Offcooldown = true;
}
public void Sunbeam_Timer()
{
StartCoroutine(Sunbeam_Countdown());
}
public IEnumerator Solar_Sphere_Countdown()
{
Solar_Sphere_Offcooldown = false;
yield return new WaitForSeconds(Solar_Sphere_Cooldown);
Solar_Sphere_Offcooldown = true;
}
public void Solar_Sphere_Timer()
{
StartCoroutine(Solar_Sphere_Countdown());
}
#endregion
#region Frost Cooldown Timers
public IEnumerator Ice_Claymore_Countdown()
{
Ice_Claymore_Offcooldown = false;
yield return new WaitForSeconds(Ice_Claymore_Cooldown);
Ice_Claymore_Offcooldown = true;
}
public void Ice_Claymore_Timer()
{
StartCoroutine(Ice_Claymore_Countdown());
}
public IEnumerator Wave_Cannon_Countdown()
{
Wave_Cannon_Offcooldown = false;
yield return new WaitForSeconds(Wave_Cannon_Cooldown);
Wave_Cannon_Offcooldown = true;
}
public void Wave_Cannon_Timer()
{
StartCoroutine(Wave_Cannon_Countdown());
}
public IEnumerator Ice_Lance_Countdown()
{
Ice_Lances_Offcooldown = false;
yield return new WaitForSeconds(Ice_Lances_Cooldown);
Ice_Lances_Offcooldown = true;
}
public void Ice_Lance_Timer()
{
StartCoroutine(Ice_Lance_Countdown());
}
public IEnumerator IceRay_Countdown()
{
IceRay_Offcooldown = false;
yield return new WaitForSeconds(IceRay_Cooldown);
IceRay_Offcooldown = true;
}
public void IceRay_Timer()
{
StartCoroutine(IceRay_Countdown());
}
public IEnumerator Icey_Slash_Countdown()
{
Icey_Slash_Offcooldown = false;
yield return new WaitForSeconds(Icey_Slash_Cooldown);
Icey_Slash_Offcooldown = true;
}
public void Icey_Slash_Timer()
{
StartCoroutine(Icey_Slash_Countdown());
}
public IEnumerator Frozen_Orb_Countdown()
{
Frozen_Orb_Offcooldown = false;
yield return new WaitForSeconds(Frozen_Orb_Cooldown);
Frozen_Orb_Offcooldown = true;
}
public void Frozen_Orb_Timer()
{
StartCoroutine(Frozen_Orb_Countdown());
}
public IEnumerator Ice_Spear_Countdown()
{
Ice_Spear_Offcooldown = false;
yield return new WaitForSeconds(Ice_Spear_Cooldown);
Ice_Spear_Offcooldown = true;
}
public void Ice_Spear_Timer()
{
StartCoroutine(Ice_Spear_Countdown());
}
public IEnumerator Whirlpool_Countdown()
{
Whirlpool_Offcooldown = false;
yield return new WaitForSeconds(Whirlpool_Cooldown);
Whirlpool_Offcooldown = true;
}
public void Whirlpool_Timer()
{
StartCoroutine(Whirlpool_Countdown());
}
public IEnumerator Glacial_Spike_Countdown()
{
Glacial_Spike_Offcooldown = false;
yield return new WaitForSeconds(Glacial_Spike_Cooldown);
Glacial_Spike_Offcooldown = true;
}
public void Glacial_Spike_Timer()
{
StartCoroutine(Glacial_Spike_Countdown());
}
public IEnumerator Blizzard_Countdown()
{
Blizzard_Offcooldown = false;
yield return new WaitForSeconds(Blizzard_Cooldown);
Blizzard_Offcooldown = true;
}
public void Blizzard_Timer()
{
StartCoroutine(Blizzard_Countdown());
}
public IEnumerator Ice_Mine_Countdown()
{
Ice_Mines_Offcooldown = false;
yield return new WaitForSeconds(Ice_Mines_Cooldown);
Ice_Mines_Offcooldown = true;
}
public void Ice_Mines_Timer()
{
StartCoroutine(Ice_Mine_Countdown());
}
public IEnumerator Shattered_Ice_Countdown()
{
Shattered_Ice_Offcooldown = false;
yield return new WaitForSeconds(Shattered_Ice_Cooldown);
Shattered_Ice_Offcooldown = true;
}
public void Shattered_Ice_Timer()
{
StartCoroutine(Shattered_Ice_Countdown());
}
#endregion
#region Air Cooldown Timers
public IEnumerator Static_Countdown()
{
Static_Offcooldown = false;
yield return new WaitForSeconds(Static_Cooldown);
Static_Offcooldown = true;
}
public void Static_Timer()
{
StartCoroutine(Static_Countdown());
}
public IEnumerator Explosive_Charge_Countdown()
{
Explosive_Charge_Offcooldown = false;
yield return new WaitForSeconds(Explosive_Charge_Cooldown);
Explosive_Charge_Offcooldown = true;
}
public void Explosive_Charge_Timer()
{
StartCoroutine(Explosive_Charge_Countdown());
}
public IEnumerator Shock_Nova_Countdown()
{
Shock_Nova_Offcooldown = false;
yield return new WaitForSeconds(Shock_Nova_Cooldown);
Shock_Nova_Offcooldown = true;
}
public void Shock_Nova_Timer()
{
StartCoroutine(Shock_Nova_Countdown());
}
public IEnumerator Wind_Assault_Countdown()
{
Wind_Assault_Offcooldown = false;
yield return new WaitForSeconds(Wind_Assault_Cooldown);
Wind_Assault_Offcooldown = true;
}
public void Wind_Assault_Timer()
{
StartCoroutine(Wind_Assault_Countdown());
}
public IEnumerator Lightning_Dash_Countdown()
{
Lightning_Dash_Offcooldown = false;
yield return new WaitForSeconds(Lightning_Dash_Cooldown);
Lightning_Dash_Offcooldown = true;
}
public void Lightning_Dash_Timer()
{
StartCoroutine(Lightning_Dash_Countdown());
}
public IEnumerator Ball_Lightning_Countdown()
{
Ball_Lightning_Offcooldown = false;
yield return new WaitForSeconds(Ball_Lightning_Cooldown);
Ball_Lightning_Offcooldown = true;
}
public void Ball_Lightning_Timer()
{
StartCoroutine(Ball_Lightning_Countdown());
}
public IEnumerator Tornado_Countdown()
{
Tornado_Offcooldown = false;
yield return new WaitForSeconds(Tornado_Cooldown);
Tornado_Offcooldown = true;
}
public void Tornado_Timer()
{
StartCoroutine(Tornado_Countdown());
}
public IEnumerator Plasma_Ray_Countdown()
{
Plasma_Ray_Offcooldown = false;
yield return new WaitForSeconds(Plasma_Ray_Cooldown);
Plasma_Ray_Offcooldown = true;
}
public void Plasma_Ray_Timer()
{
StartCoroutine(Plasma_Ray_Countdown());
}
public IEnumerator Vortex_Countdown()
{
Vortex_Offcooldown = false;
yield return new WaitForSeconds(Vortex_Cooldown);
Vortex_Offcooldown = true;
}
public void Vortex_Timer()
{
StartCoroutine(Vortex_Countdown());
}
public IEnumerator Chain_Lightning_Countdown()
{
Chain_Lightning_Offcooldown = false;
yield return new WaitForSeconds(Chain_Lightning_Cooldown);
Chain_Lightning_Offcooldown = true;
}
public void Chain_Lightning_Timer()
{
StartCoroutine(Chain_Lightning_Countdown());
}
public IEnumerator Volatile_Charge_Countdown()
{
Volatile_Charge_Offcooldown = false;
yield return new WaitForSeconds(Volatile_Charge_Cooldown);
Volatile_Charge_Offcooldown = true;
}
public void Volatile_Charge_Timer()
{
StartCoroutine(Volatile_Charge_Countdown());
}
public IEnumerator Storm_Countdown()
{
Storm_Offcooldown = false;
yield return new WaitForSeconds(Storm_Cooldown);
Storm_Offcooldown = true;
}
public void Storm_Timer()
{
StartCoroutine(Storm_Countdown());
}
public IEnumerator Microburst_Countdown()
{
Microburst_Offcooldown = false;
yield return new WaitForSeconds(Microburst_Cooldown);
Microburst_Offcooldown = true;
}
public void Microburst_Timer()
{
StartCoroutine(Microburst_Countdown());
}
#endregion
#region Earth Cooldown Timers
public IEnumerator Earth_Bend_Countdown()
{
Earth_Bend_Offcooldown = false;
yield return new WaitForSeconds(Earth_Bend_Cooldown);
Earth_Bend_Offcooldown = true;
}
public void Earth_Bend_Timer()
{
StartCoroutine(Earth_Bend_Countdown());
}
public IEnumerator Stone_Sling_Countdown()
{
Stone_Sling_Offcooldown = false;
yield return new WaitForSeconds(Stone_Sling_Cooldown);
Stone_Sling_Offcooldown = true;
}
public void Stone_Sling_Timer()
{
StartCoroutine(Stone_Sling_Countdown());
}
public IEnumerator Loose_Boulder_Countdown()
{
Loose_Boulder_Offcooldown = false;
yield return new WaitForSeconds(Loose_Boulder_Cooldown);
Loose_Boulder_Offcooldown = true;
}
public void Loose_Boulder_Timer()
{
StartCoroutine(Loose_Boulder_Countdown());
}
public IEnumerator Rock_Hammer_Countdown()
{
Rock_Hammer_Offcooldown = false;
yield return new WaitForSeconds(Rock_Hammer_Cooldown);
Rock_Hammer_Offcooldown = true;
}
public void Rock_Hammer_Timer()
{
StartCoroutine(Rock_Hammer_Countdown());
}
public IEnumerator Stone_Spray_Countdown()
{
Stone_Spray_Offcooldown = false;
yield return new WaitForSeconds(Stone_Spray_Cooldown);
Stone_Spray_Offcooldown = true;
}
public void Stone_Spray_Timer()
{
StartCoroutine(Stone_Spray_Countdown());
}
public IEnumerator Earth_Spike_Countdown()
{
Earth_Spike_Offcooldown = false;
yield return new WaitForSeconds(Earth_Spike_Cooldown);
Earth_Spike_Offcooldown = true;
}
public void Earth_Spike_Timer()
{
StartCoroutine(Earth_Spike_Countdown());
}
public IEnumerator Sky_Piercer_Countdown()
{
Sky_Piercer_Offcooldown = false;
yield return new WaitForSeconds(Sky_Piercer_Cooldown);
Sky_Piercer_Offcooldown = true;
}
public void Sky_Piercer_Timer()
{
StartCoroutine(Sky_Piercer_Countdown());
}
public IEnumerator Earthen_Aegis_Countdown()
{
Earthen_Aegis_Offcooldown = false;
yield return new WaitForSeconds(Earthen_Aegis_Cooldown);
Earthen_Aegis_Offcooldown = true;
}
public void Earthen_Aegis_Timer()
{
StartCoroutine(Earthen_Aegis_Countdown());
}
public IEnumerator Seismic_Shockwave_Countdown()
{
Seismic_Shockwave_Offcooldown = false;
yield return new WaitForSeconds(Seismic_Shockwave_Cooldown);
Seismic_Shockwave_Offcooldown = true;
}
public void Seismic_Shockwave_Timer()
{
StartCoroutine(Seismic_Shockwave_Countdown());
}
public IEnumerator Dust_Devil_Countdown()
{
Dust_Devil_Offcooldown = false;
yield return new WaitForSeconds(Dust_Devil_Cooldown);
Dust_Devil_Offcooldown = true;
}
public void Dust_Devil_Timer()
{
StartCoroutine(Dust_Devil_Countdown());
}
public IEnumerator Terra_Dive_Countdown()
{
Terra_Dive_Offcooldown = false;
yield return new WaitForSeconds(Terra_Dive_Cooldown);
Terra_Dive_Offcooldown = true;
}
public void Terra_Dive_Timer()
{
StartCoroutine(Terra_Dive_Countdown());
}
public IEnumerator Rock_Wall_Countdown()
{
Rock_Wall_Offcooldown = false;
yield return new WaitForSeconds(Rock_Wall_Cooldown);
Rock_Wall_Offcooldown = true;
}
public void Rock_Wall_Timer()
{
StartCoroutine(Rock_Wall_Countdown());
}
#endregion
}