public void Stop() { enabled = false; StopAllCoroutines(); units.Unload(); units = null; }
public void Begin(int hunterCount, int pummelCount, int heavyCount) { units = new TankUnitArray { [TankType.Hunter] = CreateTankUnit(hunterBehaviour, hunterCount), [TankType.Pummel] = CreateTankUnit(pummelBehaviour, pummelCount), [TankType.Heavy] = CreateTankUnit(heavyBehaviour, heavyCount) }; behaviours = new TankTypeArray <EnemyTankBehaviour> { [TankType.Hunter] = hunterBehaviour, [TankType.Pummel] = pummelBehaviour, [TankType.Heavy] = heavyBehaviour, }; enabled = true; }