// Update is called once per frame void FixedUpdate() { if (findTurret == true) { if (turrets[turretIterator].GetComponent <TurretScript>().getActive() == false) { activateTurret(turretIterator); findTurret = false; } turretIterator++; if (turretIterator >= numberOfTurrets) { turretIterator = 0; } } else { frames++; if (frames >= cooldownFrames) /*&& turrets[turretIterator].GetComponent<TurretScript>().getActiveNum() < maxTurrets)*/ { if (turretIterator >= numberOfTurrets) { turretIterator = 0; } if (turrets[turretIterator].GetComponent <TurretScript>().getActive() == false) { activateTurret(turretIterator); turretIterator++; } else { findTurret = true; } frames = 0; if (cooldownFrames > /*10*/ activationCooldown) { cooldownFrames -= activationCooldown /*10*/; for (int i = 0; i < numberOfTurrets; i++) { GameObject o = turrets[i]; TurretScript t = o.GetComponent <TurretScript>(); t.SetLazerCooldown(t.GetLazerCooldown() - /*0.1f*/ decreaseLazerCooldown); t.SetLazerSpeed(t.GetLazerSpeed() + /*.1f*/ increaseLazerSpeed); } } } } }