Hi everyone!
I’ve come across a problem. I have my little ability class family (which is not that little, and not that simple, but I just show you the important part of it). In my MonoBehaviour script I have a variable abilitySlot, which becomes filled with a specific ability (A, B, C, D, E, or F) when a player meets the requirements to cast one. Then the Update executes it and leaves the variable nullified again. The question is how to introduce over-time effects (read: TypeChannel) for a small group of abilities, if I can’t put anything like StartCoroutine inside typeEffect() (because it’s a member of non-MonoBehaviour class)? The image shows everything extremely simplified of course.
Thanks in advance!
EDIT: Oh, I made a small mistake with naming. “ability” variable in the Update function is meant to be “abilitySlot”.