void OnTriggerEnter(Collider collision) { if (AIScript.compatibilityChecker(collision.gameObject, AIScript.charType)) { if (collision.gameObject != AIScript.TargetFromGameObject(AIScript.targets, collision.gameObject).Obj) { global::NPCAI.Target temp = new global::NPCAI.Target(collision.gameObject, AIScript.distance(collision.gameObject)); temp.radius = collision.gameObject.GetComponent <CapsuleCollider>().radius; AIScript.targets.Add(temp); AIScript.Agrivated = true; } } }
public Target TargetFromGameObject(List <Target> list, GameObject obj) //Returns a Target Object from the targets list based off of a gameobject; { Target temp = new global::NPCAI.Target(); //Tried "= null" before. It doesn't work properly for (int i = 0; i < list.Count; i++) { if (list[i].Obj == obj) { temp = list[i]; } } return(temp); }