void searchPro() { _animations.SetBool("Range", false); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 50); foreach (Collider hit in colliders) { if (hit.gameObject.tag == "EnemyS") { troop = hit.gameObject.GetComponent <Infantry>(); if (troop.status() < 30) { troop.begin(0, this.gameObject); } _estado = estados.protect; break; } } }
void formUp() { Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 50); _estado = estados.bajoOrdenes; foreach (Collider hit in colliders) { if (hit.gameObject.tag == "EnemyS") { troop = hit.gameObject.GetComponent <Infantry>(); if (troop.begin(numeroSoldado, this.gameObject)) { unidades.Add(troop.gameObject); numeroSoldado++; } } if (hit.gameObject.tag == "ArmoredE") { sTroop = hit.gameObject.GetComponent <Shield>(); if (sTroop.begin(numeroEscudo, this.gameObject)) { unidades.Add(sTroop.gameObject); numeroEscudo++; } } } onOrder = true; check(); }