using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Targetting : MonoBehaviour {
public List targets;
public Transform selectedTarget;
private Transform myTransform;
// Use this for initialization
void Start () {
targets = new List ();
AddAllEnemies ();
myTransform = transform;
selectedTarget = null;
}
public void AddAllEnemies()
{
GameObject[ ] go = GameObject.FindGameObjectsWithTag(“Enemy”);
foreach (GameObject enemy in go)
AddTarget (enemy.transform);
}
public void AddTarget(Transform enemy)
{
targets.Add (enemy);
}
private void SortTargetsByDistance()
{
targets.Sort(delegate(Transform t1, Transform t2) {
return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
});
}
private void TargetEnemy()
{
if (selectedTarget == null) {
SortTargetsByDistance ();
selectedTarget = targets [0];
}
else
{
int index = targets.IndexOf(selectedTarget);
if(index < targets.Count - 1)
{
index++;
}
else
{
index = 0;
}
DeselectTaget();
selectedTarget = targets[index];
}
\ selectedTarget();
}
private void SelectTarget()
{
selectedTarget.renderer.material.color = Color.red;
PlayerAttack ph = (PlayerAttack)GetComponent (“PlayerAttack”);
ph.target = selectedTarget.gameObject;
}
private void DeselectTaget()
{
selectedTarget.renderer.material.color = Color.blue;
selectedTarget = null;
}
// Update is called once per frame
void Update ()
{
if(Input.GetKeyDown(KeyCode.Tab))
{
TargetEnemy();
}
}
}