public override void Initialize(int damage, float velocity, Vector2 direction, UnitBehaviour enemy) { this.damage = damage; this.nextTarget = enemy; }
public void SetUnitBehaviour(UnitBehaviour behaviour) => this.behaviour = behaviour;
public void SetUpUnit(UnitBehaviour _unit) { }
public VisibleBehavior(GameObject unit, UnitBehaviour unitBehaviour) { _gameObject = unit; UnitBehaviour = unitBehaviour; }
// ..speed() // ..health() #endregion /**************************/ // ...LooseHealth(int amount) // if (hp <= 0) { // SqaudBehaivour.TriggerDeathEvent() /**************************/ #region UnitManagement /**************************/ public void AddUnitToSquad(UnitBehaviour unit) { squadUnits.Add(unit); }
// 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; }