Пример #1
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 public override void Initialize(int damage, float velocity, Vector2 direction, UnitBehaviour enemy)
 {
     this.damage     = damage;
     this.nextTarget = enemy;
 }
Пример #2
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 public void SetUnitBehaviour(UnitBehaviour behaviour) => this.behaviour = behaviour;
 public void SetUpUnit(UnitBehaviour _unit)
 {
 }
Пример #4
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 public VisibleBehavior(GameObject unit, UnitBehaviour unitBehaviour)
 {
     _gameObject   = unit;
     UnitBehaviour = unitBehaviour;
 }
Пример #5
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    // ..speed()

    // ..health()
    #endregion
    /**************************/


    // ...LooseHealth(int amount)
    // if (hp <= 0) {
    // SqaudBehaivour.TriggerDeathEvent()

    /**************************/
    #region UnitManagement
    /**************************/
    public void AddUnitToSquad(UnitBehaviour unit)
    {
        squadUnits.Add(unit);
    }
Пример #6
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     unit = animator.gameObject.GetComponent <UnitBehaviour>();
     door = unit.door;
 }