public void Init(UnitData unitData, UnitBody.UnitBodySprites bodySprites) { this.baseData = unitData; this.currentData = unitData; this.isDamaged = false; this.isMoving = false; this.isUsingSkill = false; this.hpBar.Init(this); if (null != this.enemiesInRange) { this.enemiesInRange.Clear(); } else { this.enemiesInRange = new List <Unit>(32); } this.unitRange.SetRange(this.Range); this.unitRange.OnTriEnter = this.OnTriEnter; this.unitRange.OnTriExit = this.OnTriExit; this.body.Init(bodySprites); }
public void Spawn(UnitData unitData, UnitBody.UnitBodySprites bodySprites, Vector2 spawnPosition, int direction) { this.SetActive(true); this.Init(unitData, bodySprites); this.CachedRectTransform.anchoredPosition = spawnPosition; this.Direction = direction; this.StartCoroutine(this.MainLoop()); this.StartCoroutine(this.MovingLoop()); }