//LayerMask l_everything;
    //RaycastHit[] things_hit;

    // Use this for initialization
    void Start()
    {
        Spawn_Guy     = gameObject.GetComponent <SpawnableGuy> ();
        Enemy_Base    = GameObject.FindGameObjectWithTag(Target_Base_Tag);
        Nav_Agent     = gameObject.GetComponent <NavMeshAgent> ();
        aggro_script  = Aggro_Object.GetComponent <Aggro_Range> ();
        can_attack    = true;
        attack_damage = Spawn_Guy.attack_damage;


        Debug.Log("Getting to HERE");
        if (aggro_script.Enemy_Tags.Contains("Base_1"))
        {
            Enemy_Base = GameObject.FindGameObjectWithTag("Base_1");
        }
        else
        {
            Debug.Log("Base_2");
            Enemy_Base = GameObject.FindGameObjectWithTag("Base_2");
        }



        Current_Target = Enemy_Base;


        //l_everything = ~0;
    }
 // Update is called once per frame
 void Update()
 {
     if (targets_in_range.Count > 0)
     {
         foreach (GameObject target in targets_in_range)
         {
             if (target.GetComponent <SpawnableGuy>() != null)
             {
                 SpawnableGuy spawn_object = target.GetComponent <SpawnableGuy>();
                 if (spawn_object.current_health <= 0)
                 {
                     targets_in_range.Remove(target);
                     //Network.Destroy(target);
                 }
                 else
                 {
                     if (this.CompareTag("Tower_1"))
                     {
                         if (spawn_object.CompareTag("Enemy_2"))
                         {
                             spawn_object.current_health -= (damage * multiplier) * Time.deltaTime;
                         }
                     }
                     if (this.CompareTag("Tower_2"))
                     {
                         if (spawn_object.CompareTag("Enemy_1"))
                         {
                             spawn_object.current_health -= (damage * multiplier) * Time.deltaTime;
                         }
                     }
                 }
             }
         }
     }
     if (currenthealth <= 0)
     {
         if (!dead)
         {
             CmdReactivate();
             StartCoroutine(NetDestroy());
             dead = true;
         }
     }
 }
    public void refresh_attack()
    {
        //Debug.Log ("REPEAT PLEASE");
        if (in_range && to_follow != null)
        {
            String _tag = to_follow.tag;

            if (_tag.Equals(No_Tower) && !(to_follow.GetComponent <NoTowerScript> ().Equals(null)))
            {
                NoTowerScript plot = to_follow.GetComponent <NoTowerScript> ();
                plot.currentHealth -= (int)attack_strength;
                Debug.Log("Attacked Plot");
            }
            else if (_tag.Equals(tower) && !(to_follow.GetComponent <TowerScript> ().Equals(null)))
            {
                TowerScript tower = to_follow.GetComponent <TowerScript> ();
                tower.currenthealth -= (int)attack_strength;
                Debug.Log("Attacked Tower");
            }
            else if (_tag.Equals(enemy_tag) && !(to_follow.GetComponent <SpawnableGuy> ().Equals(null)))
            {
                SpawnableGuy unit = to_follow.GetComponent <SpawnableGuy> ();
                unit.current_health -= attack_strength;
                Debug.Log("Attacked Unit");
            }



//			try{
//				Debug.Log ("ATTACK");
//				SpawnableGuy unit = to_follow.GetComponent<SpawnableGuy>();
//				unit.current_health -= gameObject.GetComponent<SpawnableGuy>().attack_damage;
//			}catch(Exception e){
//				Debug.Log ("Thats A Tower");
//			}
        }
    }