Im having an issue getting my function to properly find the closest enemy for my homing object to attack and destroy the enemy. No matter what other enemy happens to come into range, the homing object will run straight for the first enemy that spawned, not the one that came into range. Here is my code:
void Update ()
{
this.animation.Play("walk");
if ( m_bNavRequestCompleted )
{
enemies = GameObject.FindGameObjectsWithTag("enemy");
for(int i = 0; i < enemies.Length; i++)
{
if(Vector3.Distance(this.transform.position, enemies*.transform.position) <= closestDistance)*
-
{*
_ closestDistance = Vector3.Distance(this.transform.position, enemies*.transform.position);_
_ closestTarget = enemies;
}
}_
if( m_navigationAgent.MoveToGameObject(closestTarget, m_replanInterval) )
_ {_
m_bNavRequestCompleted = false;
_ }
}
}*_