private void FixedUpdate() { if (targetPlayer != null && !UtilsPlayers.isAlive(targetPlayer)) { targetPlayer = null; } }
// change pour la target la plus proche si celle ci est vivante private void setTargetMinDist(GameObject player1) { if (UtilsPlayers.isAlive(player1) && // !! pour moi la vérification que players est non nul a été faite avant l'entré dans cette fonction (targetPlayer == null || !UtilsPlayers.isAlive(targetPlayer) || !UtilsDistance.isMinDist(this.ennemy, targetPlayer, player1) ) ) { this.targetPlayer = player1; setEnemyTargetPlayer(); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { if (UtilsPlayers.isAlive(collision.gameObject)) { UtilsPlayers.setAlive(collision.gameObject, false); if (collision.gameObject.Equals(target)) { target = null; } } } }