using System.Collections; using System.Collections.Generic; using UnityEngine; public class Soldier : MonoBehaviour { public enum SoldierType { Ally, Enemy } [SerializeField] private Transform target; [SerializeField] private SoldierType enemyType; [SerializeField] private SoldierType ourType; [SerializeField] private float healthPoints = 1; [SerializeField] private float rangeAttack = 100; [SerializeField] private float rangeView = 1; [SerializeField] private float damageAttack = 1; [SerializeField] private float speedAttack = 1; // Start is called before the first frame update void Start(){ setEnemyTag(); } public void setOwnTag(SoldierType type) { ourType = type; } public void setEnemyTag() { if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy; else enemyType = SoldierType.Ally; } void Awake() { TickSystem.OnTick += HandleTick; } private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs) { UpdateTarget(); } void UpdateTarget () { // Enemies are the game objects tagged with the "Enemy" //GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType); Soldier[] soldiers = GameObject.FindObjectsOfType(); List enemiesList = new List(); foreach (Soldier obj in soldiers) { if (obj.ourType == enemyType) enemiesList.Add(obj.gameObject); } GameObject[] enemies = enemiesList.ToArray(); Debug.Log(enemies.Length); // We have not found enemy yet so the distance to enemy is "infinite" float shortestDistance = Mathf.Infinity; GameObject nearestEnemy = null; foreach ( GameObject enemy in enemies) { // Go through each enemy existing // Calculate distance to this enemy float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); if (distanceToEnemy < shortestDistance) { shortestDistance = distanceToEnemy; nearestEnemy = enemy; } } if (nearestEnemy != null && shortestDistance <= rangeAttack) { target = nearestEnemy.transform; } } // Update is called once per frame void Update() { if (target == null) return; } /* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack void OnDrawGizmosSelected () { } */ }