text: #pragma once
  #include "SkillBase.h"
  #include <SFML/Graphics.hpp>
  #include <SFML/Window.hpp>
  #include "GlobalEnum.h"
  #include <iostream>
  #include <list>
  #include <vector>
  #include "RockArmor.h"
  
  class SkillRevive : public SkillBase
  {
  private:
  	int language;
  	sf::Texture texture_icone;
  	const static int number_string_skill_information = 2;
  	sf::String string_skill_information[number_string_skill_information];
  
  	int skill_level;
  	float cooldown_revive;
  	float percent_shield;
  
  	int class_attribution = ClassRock;
  public:
  	SkillRevive(int current_language);
  	~SkillRevive();
  
  	virtual sf::String GetStringRuneBonus(int rune_number);
  	virtual int GetSkillClassAttribution() { return class_attribution; }
  	virtual void DrawSkillHitBox(sf::Vector2f mouse_position, int skill_level, sf::Vector2f position_caster, int class_player, float range_modifier, int current_rune);
  	virtual void GenerateSkillProjectile(sf::Vector2f &position_player, float player_damage, sf::Vector2f mouse_position, std::shared_ptr<Player> player, int player_id, int skill_level_received, int current_rune);
  	virtual sf::Texture ReturnSkillIconeTexture();
  	virtual float GetSkillCooldown(int skill_level, int class_player);
  	virtual int GetNumberStringSkillInformation();
  	virtual sf::String GetStringSkillInformation(int number_string);
  	virtual void ChangeSkillLevel(int skill_level_received, float player_damage, int class_player, int current_rune);
  	virtual int GetTypeSkill() { return ProjectileSkill_E; }
  
  	virtual int GetPassiveBonusType();
  	virtual float GetPassiveBonusValue(int player_level, int class_player, int current_rune);
  	virtual float GetPassiveBonusDuration(int player_level, int class_player, int current_rune);
  };