public override float GetMaximumWeaponRange() { //float weaponRange = 0; EnemyWeaponScript enemyWeaponScript; if ((enemyWeaponScript = GetComponent <EnemyWeaponScript>()) != null) { maxWeaponRange = enemyWeaponScript.GetRange(); return(maxWeaponRange); } GameObject[] turrets = GetAttachedTurrets(); if (turrets != null) { foreach (GameObject turret in GetAttachedTurrets()) { EnemyTurretScript turretScript = turret.GetComponent <EnemyTurretScript>(); if (turretScript != null && (maxWeaponRange == 0 || turretScript.GetRange() > maxWeaponRange)) { maxWeaponRange = turretScript.GetRange(); } } } return(maxWeaponRange); }
//Keeps track of how many turrets remain and removes turret if destroyed public static void ReduceEnemyCount(EnemyTurretScript turret) { enemyTurretScriptList.Remove(turret); scoreCountEnemy++; enemyCount -= 1; Debug.Log(enemyCount); }
public void SetTarget(GameObject target) { m_target = target; foreach (GameObject turret in GetAttachedTurrets()) { EnemyTurretScript turretScript = turret.GetComponent <EnemyTurretScript>(); turretScript.SetTarget(m_target); } m_currentOrder = Order.Attack; }