void Reset() { moveable = GetComponent <MoveableUnit>(); stopBeforeAttackable = GetComponent <StopBeforeAttackableUnit>(); stopAfterAttackable = GetComponent <StopAfterAttackableUnit>(); dontStopAttackable = GetComponent <DontStopAttackableUnit>(); enemyTargetable = GetComponent <EnemyTargetableUnit>(); friendlyTargetable = GetComponent <FriendlyTargetableUnit>(); randomMoveable = GetComponent <RandomMoveableUnit>(); rushMoveable = GetComponent <RushMoveableUnit>(); restRushMoveable = GetComponent <RestRushMoveableUnit>(); followMoveable = GetComponent <FollowMoveableUnit>(); boss0Moveable = GetComponent <Boss0MoveableUnit>(); damageable = GetComponent <DamageableUnit>(); hpable = GetComponent <HpableUnit>(); mpable = GetComponent <MpableUnit>(); deathable = GetComponent <DeathableUnit>(); effectable = GetComponent <EffectableUnit>(); timeLimitable = GetComponent <TimeLimitableUnit>(); orderable = GetComponent <Orderable>(); followable = GetComponent <FollowableUnit>(); animator = GetComponent <Animator>(); rigid = GetComponent <Rigidbody2D>(); renderer = GetComponent <SpriteRenderer>(); collider = GetComponent <Collider2D>(); tackleable = GetComponent <TackleableUnit>(); cachedTransform = transform; shadow = GetComponentInChildren <ShadowController>(); }
private void Reset() { unit = GetComponent <Unit>(); hpable = GetComponent <HpableUnit>(); }