// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = GetComponent <Rigidbody2D>(); _collider2D = GetComponent <Collider2D>(); _animationController = _transform.GetInterface <IAnimationController>(); target = new ActorTarget(this, _transform); if (_health == null) { health = new Energy(_maxHealth); } // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; Reset(); }
// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = rigidbody2D; _collider2D = collider2D; _animationController = _transform.GetInterface <IAnimationController>(); target = new Target(this, _transform); // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; if (health > 0) { _startHealth = health; } else { _startHealth = maxHealth; } Reset(); }
// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = GetComponent<Rigidbody2D>(); _collider2D = GetComponent<Collider2D>(); _animationController = _transform.GetInterface<IAnimationController>(); target = new ActorTarget(this, _transform); if (_health == null) health = new Energy(_maxHealth); // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; Reset(); }