public override void Activate() { if (data) { damage = data.GetComponent <DamageBehaviour>(); damage.ScaleDamage /= 1000; } }
private void Awake() { Data = GetComponent <MoveUnitData>(); if (!Data) { enabled = false; return; } TakeDamage taken = GetComponent <TakeDamage>(); if (taken) { taken.Damage += GetDamage; } damageBehaviour = GetComponent <DamageBehaviour>(); InitFSM(); if (UseLog) { LogUnity.Add(fsm); } }