public void Marked() { foreach (var enemy in activeEnemyList) { foreach (var player in _playerList) { if (areaCheck.CanSee(player, enemy, visionRange)) { player.marked = player.Mark; } } } }
void BaseCloseStrike(List <Player> baseList, Enemy thisEnemy) { if (thisEnemy.currentVigor == emptyVigor) { return; } foreach (var player in baseList) { if (_areaCheck.CanSee(player, thisEnemy)) { var playNearNode = _areaCheck.NearNode(player); var shortNode = ShortNode(GameUtility.Coordinate(thisEnemy.transform.position), playNearNode); if (shortNode != null) { StartCoroutine(AttackClose(player, thisEnemy, shortNode)); } thisEnemy.currentVigor = emptyVigor; break; } } }