◆ ApplyDamage()
void ApplyDamage |
( |
float |
damage | ) |
|
◆ Awake()
◆ Die()
◆ OnDisable()
◆ OnEnable()
◆ OnMakeActiveUnit()
void OnMakeActiveUnit |
( |
bool |
active | ) |
|
◆ SetDestination()
void SetDestination |
( |
Vector3 |
destination, |
|
|
MovementMode |
mode |
|
) |
| |
◆ Start()
◆ Update()
◆ ai
◆ attackTarget
◆ deathEffect
◆ detectionRange
◆ health
◆ lastDestination
◆ lastSeenAttackTarget
float lastSeenAttackTarget = float.NegativeInfinity |
|
private |
◆ maxHealth
◆ movementMode
◆ mSelected
◆ onMakeActiveUnit
System.Action<bool> onMakeActiveUnit |
◆ reachedDestination
◆ rvo
◆ sc2Avoidance
◆ selectionIndicator
GameObject selectionIndicator |
◆ team
◆ weapon
◆ radius
◆ selected
◆ selectionIndicatorEnabled
bool selectionIndicatorEnabled |
|
getset |
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/ExampleScenes/Example18_RTS/RTSUnit.cs