private void Attack() { if (N.CurrentTarget != null) { AttackTarget = N.CurrentTarget.transform; //Calculo de Daño. TimeToBasicAttack -= Time.deltaTime; if (TimeToBasicAttack <= 0 && AttackTarget != null) { MonoBehaviour.print("Te ataco viejo"); float TargetLife = AttackTarget.GetComponent <Unit>().HealhPoints; TargetLife -= basePhysicalDamage + modifier_Strenght * 3; //El multiplicador se debe reemplazar en el futuro por algo calculable. TimeToBasicAttack = attackRate; if (TargetLife <= 0) { AttackTarget.GetComponent <Unit>().HealhPoints = (int)TargetLife; N.CheckForEnemies(); if (N.CurrentTarget == null) { N.FSM.SetState(0); } } else { AttackTarget.GetComponent <Unit>().HealhPoints = (int)TargetLife; } } } else { N.FSM.SetState(0); } }