void Update() { if (classicTurret) { AimingSystem aM = GetComponent <AimingSystem>(); if (aM.ClosestEnemy() != null) { aM.SummonBullet(); } } }
protected AimingSystem aimingSystem; //Refrencia al sistema de apuntado protected virtual void Awake() { aimingSystem = GetComponent <AimingSystem> (); }