private void Attack()
 {
     //speed is now 0
     agent.speed = 0;
     //count down to attack
     timer -= Time.deltaTime;
     //If the timer is at 0
     if (timer <= 0)
     {
         //reset the timer
         timer = attackspeed;
         //Attack
         if (info.cleave)
         {
             List <GameObject> targets = new List <GameObject> {
             };
             if (info.player)
             {
                 foreach (GameObject g in TeamList.teamB.ToList())
                 {
                     if (Vector3.Distance(this.gameObject.transform.position, g.transform.position) < 1.5f * g.GetComponent <CharacterInfo>().size.value)
                     {
                         targets.Add(g);
                     }
                     BasicAttack.Go(this.gameObject, targets.ToList());
                 }
             }
         }
         else
         {
             BasicAttack.Go(this.gameObject, target);
         }
     }
 }