How to make enemy attack multiple unit rather then single?(updated)

Hi guys, the question is how to make the enemy continue search its target after its initial target has been killed?
(UPDATED: i have successfully make the AI able to kill its target and go back to its waypoint but now the problem is it doesn’t bother about the other target which carry the same tag, how do i make it hit other target as well?)

var targetObject : GameObject;



function DetectEnemy()
    {
       if (targetObject == null && GameObject.FindWithTag("Player1")) 
             targetObject = GameObject.FindWithTag("Player1");
    }


function Start () {
	// Auto setup player as target through tags
	
	
	
    Patrol();
    	
}




function Patrol () {
	var curWayPoint = AutoWayPoint1.FindClosest(transform.position);
	while (true) {
		var waypointPosition = curWayPoint.transform.position;
		// Are we close to a waypoint? -> pick the next one!
		if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
			curWayPoint = PickNextWaypoint (curWayPoint);

		// Attack the player and wait until
		// - player is killed
		// - player is out of sight		
		if (CanSeeTarget ())
			yield StartCoroutine("AttackPlayer");
			
		
		// Move towards our target
		MoveTowards(waypointPosition);
		
		yield;
	}
}


function CanSeeTarget () : boolean {
    DetectEnemy();
	if (Vector3.Distance(transform.position, targetObject.transform.position) > attackRange)
		return false;
		
	var hit : RaycastHit;
	if (Physics.Linecast (transform.position, targetObject.transform.position, hit))
		return hit.transform == targetObject.transform;
	return false;
}


function AttackPlayer () {
	var lastVisiblePlayerPosition = targetObject.transform.position;
	while (true) {
		if (CanSeeTarget ()) {
			// Target is dead - stop hunting
			if (targetObject.transform == null)  
     return;
	// Target is too far away - give up	
			var distance = Vector3.Distance(transform.position, targetObject.transform.position);
			if (distance > shootRange * 3)
				return;
			
			lastVisiblePlayerPosition = targetObject.transform.position;
			if (distance > dontComeCloserRange)
				MoveTowards (lastVisiblePlayerPosition);
			else
				RotateTowards(lastVisiblePlayerPosition);

			var forward = transform.TransformDirection(Vector3.forward);
			var targetDirection = lastVisiblePlayerPosition - transform.position;
			targetDirection.y = 0;

			var angle = Vector3.Angle(targetDirection, forward);

			// Start shooting if close and play is in sight
			if (distance < shootRange && angle < shootAngle)
				yield StartCoroutine("Shoot");
				 
		} else {
			yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
			Debug.Log("Test inside Attack 1");
			// Player not visible anymore - stop attacking
			if (!CanSeeTarget ())
				return;
		}

		yield;
	}
}

function SearchPlayer (position : Vector3) {
	// Run towards the player but after 3 seconds timeout and go back to Patroling
	var timeout = 3.0;
	while (timeout > 0.0) {
		MoveTowards(position);

		// We found the player
		if (CanSeeTarget ())
		
			return;

		timeout -= Time.deltaTime;
		yield;
	}
}

Try creating a gameobject array that holds every enemy in range. And check that array after you killed an enemy, if it’s not 0 continue to attack, if it’s 0 turn to waypoint.