public void AssignNextTarjet() { if (CloseOverlaps.Count > 0) { SmoothLook VariableForAsignTarget = AuxForAssignTarget.GetComponent <SmoothLook>(); GameObject ActualEnemy = VariableForAsignTarget.GetTarget().gameObject; int ControlPos = -1; for (int i = 0; i < CloseOverlaps.Count; i++) { if (CloseOverlaps[i] == ActualEnemy) { ControlPos = i; Debug.Log("Controlando"); } } Debug.Log(ControlPos); if (ControlPos != -1) { if (ControlPos + 1 < CloseOverlaps.Count) { VariableForAsignTarget.SetNextTarget(CloseOverlaps[ControlPos + 1].transform); } else { VariableForAsignTarget.SetNextTarget(CloseOverlaps[0].transform); } } } }
private void AssignTarjetOrClear() { //if (CalculateEnemyInList() != null && CloseOverlaps.Count > 0) if (CloseOverlaps.Count > 0) { SmoothLook VariableForAsignTarget = AuxForAssignTarget.GetComponent <SmoothLook>(); VariableForAsignTarget.SetTarget(CalculateEnemyInList().transform); } else { CloseOverlaps.Clear(); } }