public virtual void Init(LivingEntityController controller)
    {
        battlefield = BattlefieldManager.instance;

        baseMoveDelay = 0.25f;
        moveDelay     = baseMoveDelay;
        canMove       = false;
        this.mover    = controller;
    }
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    public virtual void Init(EnemyController enemy)
    {
        /*
         * The AI needs to know who it belongs to, what is the navi, what is the game controller,
         * and what it the battlefield. References to these objects make its job easier.
         */

        this.enemy     = enemy;
        gameController = GameController.instance;
        battlefield    = BattlefieldManager.instance;
        navi           = gameController.navi;

        movementStyle.Init(enemy);
        enemy.movementHandler.ChangeState(movementStyle);

        // Also, in subclasses of this, you'll want to set things like delay vars
    }
 // Start is called before the first frame update
 void Start()
 {
     battle = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>();
 }
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 void Awake()
 {
     instance = this;
     SetupPanelGrid();
 }
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 // Start is called before the first frame update
 void Start()
 {
     m_animator     = GetComponent <Animator>();
     enemyLayerMask = LayerMask.GetMask("Enemy");
     battle         = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>();
 }
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 void Awake()
 {
     ManagerInstance = this;
 }
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 void Start()
 {
     f          = GetComponent <BattlefieldManager>();
     randomDirs = f.randomDirs;
 }
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 // Start is called before the first frame update
 void Start()
 {
     currentHealth = maxHealth;
     healthBar.SetMaxHealth(maxHealth);
     battle = GameObject.Find("Battlefield").GetComponent <BattlefieldManager>();
 }