void GiveSubsTarger() { foreach (GameObject sub in subCubes) { if (cubeCombat.GetShootTarget() != null) { //sub.GetComponent <Cube>().SetUnitTarget(cubeCombat.GetShootTarget()); cubeMovement.GetTarget(targetObject.transform.position); cubeCombat.SetShootTarget(targetObject); } } }
void CheckForCloserUnit() { if (Time.time > currentTime) { currentTime += targetCheckRate; GameObject closest = enemies[0]; Vector3 closestVector; if (closest == null) { closestVector = new Vector3(1000, 1000, 1000); } else { closestVector = closest.transform.position; } for (int i = 0; i < enemies.Count; i++) { if (enemies[i] != null) { Vector3 distCheck = enemies[i].transform.position; if (Vector3.Distance(distCheck, transform.position) < Vector3.Distance(transform.position, closestVector)) { closest = enemies[i]; } } } if (closest != cubeCombat.GetShootTarget()) { cube.SetUnitTarget(FindClosestTarget()); } else { return; } } //return(closest); }