public virtual void Init() { HPAttribute.Reset(); StartCoroutine(HPAttribute.Update()); dead = false; scored = false; stunned = false; slowModifier = 1; slowEffect = new List <Slow>(); }
public virtual void Init() { HPAttribute.Reset(this, (int)subClass); StartCoroutine(HPAttribute.Update()); StartCoroutine(HPAttribute.ShieldRoutine()); if (unitT != null) { dmgReducMod = PerkManager.GetTowerBuffAttMod(unitT.prefabID); dmgReducVal = PerkManager.GetTowerBuffAttVal(unitT.prefabID); } dead = false; scored = false; stunned = false; slowModifier = 1; slowEffect = new List <Slow>(); }