/// <summary> /// Chamado a cada frame se o <see cref="MonoBehaviour"/> está ativo /// </summary> public void Update() { Allies.RemoveAll(c => c.State == StateCharacter.Die); Enemies.RemoveAll(c => c.State == StateCharacter.Die); foreach (var ally in Allies) { ally.Target = Enemies.OrderBy(c => c.Self.DistanceTo(ally.Self)).FirstOrDefault(); } foreach (var enemy in Enemies) { enemy.Target = Allies.OrderBy(c => c.Self.DistanceTo(enemy.Self)).FirstOrDefault(); } }