// Use this for initialization void Start() { eAC = GetComponent <EnemyAttackControl>(); }
void CountEnemies(Vector3 center, float radius) { print("void CountEnemies"); //Contador de enemigos en rango (por collider y tag) Collider[] hitColliders = Physics.OverlapBox(center, new Vector3(radius, radius, radius)); int i = 0; enemyNumber = 0; List <int> objID = new List <int>(); while (i < hitColliders.Length) { GameObject colObj = hitColliders[i].transform.gameObject; if (colObj.transform.CompareTag("Attack")) { print(" if (colObj.transform.tag==Attack)"); if (!objID.Contains(colObj.GetInstanceID())) { print("if (!objID.Contains(colObj.GetInstanceID()))"); //Si el zombie está atacando sumo 1 //A los enemigos que atacan la puerta EnemyAttackControl eAC = colObj.GetComponent <EnemyAttackControl>(); // NavMeshObstacle obstacle = GetComponentInParent<NavMeshObstacle>(); // obstacle.enabled = true; if (dead == false) { //Objeto muro al que miro al atacar eAC.wall = this.gameObject; // obstacle.enabled = true; print("Entra en dead=false"); // if (eAC.attack == false) //{ // eAC.attack = true; //} } else { print("Entra en dead=true"); //Objeto muro al que dejo de mirar eAC.attack = false; print("Desataca!"); eAC.wall = null; } objID.Add(colObj.GetInstanceID()); enemyNumber++; print("INSTANCE CONSEGUIDO"); } } i++; } if (dead == true) { // atacantesDeshabilitados = true; } }