void Update_target() { GameObject[] enemies = GameObject.FindGameObjectsWithTag(tags); float short_dis = Mathf.Infinity; GameObject near_ = null; foreach (GameObject enemy in enemies) { float distanceToEnemy; distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); if (distanceToEnemy < short_dis) { short_dis = distanceToEnemy; near_ = enemy; } } if (near_ != null && short_dis <= range) { target_ = near_.transform; enermy_ = near_.GetComponent <more_players>(); } else { target_ = null; } }
void damage(Transform enemy) { more_players e = enemy.GetComponent <more_players>(); if (e != null) { e.take_damege(damege); } }