private void FixedUpdate() { int setTarget = 0; float preference = 0f; if (gameEnabled == true) { for (int i = 0; i < targetsIndex; i++) { if (target[i].GetComponent <TankHealth>().currentHealth <= 0) { continue; } float preferenceTest = 1 / (TargetsDistance(target[i]) * TargetsHealth(target[i]) * TargetsAmmoLeft(target[i], i)); if (preferenceTest > preference) { setTarget = i; preference = preferenceTest; } } if (TargetsDistance(target[setTarget]) <= 15f && !enemyShooting.fired) { StartCoroutine(enemyShooting.CheckObstruction()); } navMesh.SetDestination(this.target[setTarget].transform.position); } }