/// <summary> /// Select target by rules, if no target can be selected by the given rule, /// default rule is applied, default rule = always select closest enemy. /// </summary> /// <param name="rule"></param> /// <param name="Colliders"></param> /// <returns></returns> public virtual GameObject SelectTargetByRule(SelectTargetRule rule, Collider[] Colliders) { GameObject _target = null; switch (rule) { case SelectTargetRule.Farest: _target = Util.findFarest(transform.position, Colliders).gameObject; break; case SelectTargetRule.Default: case SelectTargetRule.Closest: default: _target = Util.FindClosest(transform.position, Colliders).gameObject; break; } return(_target); }
/// <summary> /// Select target by rules, if no target can be selected by the given rule, /// default rule is applied, default rule = always select closest enemy. /// </summary> /// <param name="rule"></param> /// <param name="Colliders"></param> /// <returns></returns> public virtual GameObject SelectTargetByRule(SelectTargetRule rule, Collider[] Colliders) { GameObject _target = null; switch (rule) { case SelectTargetRule.Farest: _target = Util.findFarest(transform.position, Colliders).gameObject; break; case SelectTargetRule.Default: case SelectTargetRule.Closest: default: _target = Util.FindClosest(transform.position, Colliders).gameObject; break; } return _target; }