private void Start() { unitAttack = this.gameObject.AddComponent <UnitAttack>(); unitAttack.Initialize(this.gameObject); unitProfile = this.gameObject.AddComponent <UnitProfile>(); unitProfile.Initialize(); movement = this.gameObject.AddComponent <Movement>(); movement.Initialize(groundTilemap, collisionTilemap); startingPosition = gameObject.transform.position; }
private void Start() { if (this.gameObject.GetComponent <AttackManager>() == true) { attackManager = this.gameObject.GetComponent <AttackManager>(); } else { attackManager = new AttackManager(); } if (player == null) { player = GameObject.Find("Player"); } unitAttack = this.gameObject.AddComponent <UnitAttack>(); unitAttack.Initialize(this.gameObject); if (this.gameObject.GetComponent <UnitProfile>() == null) { unitProfile = this.gameObject.AddComponent <UnitProfile>(); unitProfile.Initialize(); } movement = this.gameObject.AddComponent <Movement>(); //Enemy doesn't need to initialize }