private void autoHandler(GameObject set) { BattleClick setbcComponent = set.GetComponent <BattleClick>(); BattleClick statebcComponent = null; if (state != null) { statebcComponent = state.GetComponent <BattleClick>(); } if (state.name.Contains("Character")) { if (set.name.Contains("Character")) { Debug.Log("Selected " + setbcComponent.name + ", HP: " + setbcComponent.currentHealth + ", DMG: " + setbcComponent.maxDamage + ", Type: " + setbcComponent.type); state = set; } else if (set.name.Contains("Enemy")) { bool attackable = false; if (statebcComponent.type.Contains("Antibiotic")) { attackable = inRange(2, setbcComponent.charPosition); } else if (statebcComponent.type.Contains("ImmuneCell")) { attackable = inRange(1, setbcComponent.charPosition); } if (attackable) { Debug.Log(statebcComponent.name + " Attacked " + set.name + " of type " + setbcComponent.type + " with " + setbcComponent.currentHealth + " hp"); setbcComponent.autoTakeDamage(statebcComponent); Debug.Log("Enemy Health Left: " + setbcComponent.currentHealth); statebcComponent.ability.charge++; statebcComponent.selectable = false; state = null; tryAI(); } } } }