void detect_first_enemy() { float?min_x = null; numb_enemies = 0; for (int i = 0; i < transform.childCount; i++) { Transform Go = transform.GetChild(i); enemyObject _current_enemie = Go.GetComponent <enemyObject>(); if (!_current_enemie.is_alive) { continue; } numb_enemies++; if (min_x == null) { min_x = Go.transform.position.x; update_enemy_ahead(_current_enemie); } else { if (min_x > Go.transform.position.x) { min_x = Go.transform.position.x; update_enemy_ahead(_current_enemie); } } } }
public void change_first_enemy(enemyObject _first_enemy) { first_enemy = _first_enemy; player_sprite.change_target_pos(first_enemy.transform.position); }
public void change_enemy_ahead(enemyObject _i) { enemy_ahead = _i; player_director.change_first_enemy(enemy_ahead); }
private void update_enemy_ahead(enemyObject i) { enemy_ahead = i; the_director.change_enemy_ahead(enemy_ahead); }