//returns the visible enemies of the "team" parameter public static List <GameObject> GetVisibleEnemies(FSMTeam team) { List <GameObject> visibleEnemies = new List <GameObject>(); for (int i = 0; i < Team1.Count; i++) { for (int j = 0; j < Team2.Count; i++) { Vector3 player1Pos = Team1[i].transform.position; Vector3 player2Pos = Team2[j].transform.position; if (!(Physics.Linecast(player1Pos, player2Pos))) { //Makes sure no duplicates are added as well as the enemies are within the fog of war if (Vector3.Distance(player1Pos, player2Pos) <= GameRules.FogRadius) { if (team == FSMTeam.Team1 && !visibleEnemies.Contains(Team2[j])) { visibleEnemies.Add(Team2[j]); } else if (team == FSMTeam.Team2 && !visibleEnemies.Contains(Team1[i])) { visibleEnemies.Add(Team1[i]); } } } } } return(visibleEnemies); }
public static List <GameObject> GetEnemies(FSMTeam team) { return(team == FSMTeam.Team1 ? Team1 : Team2); }