B0a0sti8_firstunityproject/Assets/Skripts/Skills/Test Skills/TestBurningHeart.cs
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;

public class TestBurningHeart : SkillPrefab
{
//    public float totalHeal;
//    public float healTick;
//    private bool skillEffektActive = false;
//    private int n;
//    private int nMax;

//    public override void Start()
//    {
//        base.Start();
//        castTimeOriginal = 5;
//        isSkillChanneling = true;
//        totalHeal = 200f;
//        nMax = 50;
//        n = 0;
//        //isSelfCast = true;
//    }

//    public override void Update()
//    {
//        tooltipSkillDescription = "Heal <color=orange>" + totalHeal + " over <color=orange>" + castTimeOriginal + " s.";

//        base.Update();
//        if (masterChecks.isSkillInterrupted)
//        { skillEffektActive = false; }

//        if (masterChecks.masterIsCastFinished && skillEffektActive)
//        { skillEffektActive = false; masterChecks.masterIsCastFinished = false;  return; }

//        if (skillEffektActive)
//        {
//            n += 1;
//            if (n >= nMax)
//            {
//                n = 0;
//                healTick = totalHeal * nMax * Time.deltaTime / castTimeModified;
//                Debug.Log(Time.deltaTime); Debug.Log(nMax); Debug.Log(castTimeModified); Debug.Log(totalHeal);
//                DoHealing(healTick);
//            }
//        }
//        else
//        {
//            n = 0;
//        }
//    }

//    public override void SkillEffect()
//    {
//        base.SkillEffect();
//        skillEffektActive = true;
//    }
}
