using UnityEngine; public class OfficerReload : OfficerAbilities { protected override void AbilityEffects() { foreach (PlayerEntity player in TurnHandler.instance.playerEntities) { if (player.currentWeapon.TryGetComponent(out RangedWeapon isRanged) && isRanged) { isRanged.reloadActionUsage = 1; } } } protected override void DeactivateAbility() { foreach (PlayerEntity player in TurnHandler.instance.playerEntities) { if (player.currentWeapon.TryGetComponent(out RangedWeapon isRanged) && isRanged) { isRanged.reloadActionUsage = 2; } } } }