void Start()
    {
        target = new GameObject();
        targetInfo = new GameplayObjectInfo();

        children = new List<GameObject>();
        foreach (Transform obj in transform)
            children.Add(obj.gameObject);
    }
 // Update is called once per frame
 void Update()
 {
     target = StaticInformation.playersTarget;
     if (StaticInformation.playersLock != null)
         target = StaticInformation.playersLock;
     targetInfo = target.GetComponent<GameplayObjectInfo>();
     if (targetInfo)
     {
         GetComponent<Image>().fillAmount = targetInfo.currentShield / targetInfo.maxShield;
     }
     else
         GetComponent<Image>().fillAmount = 0.0f;
 }
    void Update()
    {
        target = StaticInformation.playersTarget;
        if (StaticInformation.playersLock != null)
            target = StaticInformation.playersLock;
        targetInfo = target.GetComponent<GameplayObjectInfo>();

        if (!targetInfo)
            foreach (GameObject obj in children)
                obj.SetActive(false);
        else
            foreach (GameObject obj in children)
                obj.SetActive(true);

        /// LOL I like when dumb ideas work...
    }
    // Update is called once per frame
    void Update()
    {
        target = StaticInformation.playersTarget;
        if (StaticInformation.playersLock != null)
            target = StaticInformation.playersLock;

        targetInfo = target.GetComponent<GameplayObjectInfo>();
        if (targetInfo)
        {
            GetComponent<Text>().text = targetInfo.name;
            //Debug.Log("True");

        }
        else
            GetComponent<Text>().text = " ";
    }
    // Use this for initialization
    void Start()
    {
        // Find a better way than tag whoreing
        dumpEnemyWaypoints = GameObject.FindGameObjectWithTag("EnemyWaypoints");
        target = GameObject.FindGameObjectWithTag("Target");
        dumpSpawn = GameObject.FindGameObjectWithTag("EnemySpawner");
        info = GetComponent<GameplayObjectInfo>();
        waypoint = new GameObject();

        enemyWaypoits = new List<GameObject>();
        foreach (Transform obj in dumpEnemyWaypoints.transform)
            enemyWaypoits.Add(obj.gameObject);

        spawnLocations = new List<GameObject>();
        foreach (Transform obj in dumpSpawn.transform)
            spawnLocations.Add(obj.gameObject);

        int rand = Random.Range(0, 3);

        transform.position = spawnLocations[rand].transform.position;

        int idx = Random.Range(0, enemyWaypoits.Count - 1);
        waypoint = enemyWaypoits[idx];
    }
 // Use this for initialization
 void Start()
 {
     target = new GameObject();
     targetInfo = new GameplayObjectInfo();
 }