Here’s the script, it’s at the bottom.
var node : Transform;
var enemies : GameObject[];
var targetEnemy : GameObject;
var fireAt : Transform;
var spellTransform : Transform;
var minionSpeed : float;
var distance : float;
var attackTimer : float;
var minionHealth : int;
var minionDamage : int;
var distracted : boolean; // if it's do anything besides walking
function Start() {
minionSpeed = 1;
minionHealth = 300;
minionDamage = 25;
distracted = false;
targetEnemy = null;
attackTimer = 3f;
node = GameObject.FindGameObjectWithTag("Node").transform;
enemies = GameObject.FindGameObjectsWithTag("team2");
}
function Update() {
if(attackTimer > 0f) attackTimer -= Time.deltaTime;;
if(!distracted) {
transform.LookAt(node);
transform.position += (transform.forward * minionSpeed * Time.deltaTime);
}
if(enemyInRange()) {
distracted = true;
attackEnemy();
}
//Debug.Log("Closest Enemy: "+FindClosestEnemy().name+ " ---- Distance: " +distance);
}
var rotationSpeed2 = 7;
var moveSpeed2 = 10;
function enemyInRange() : boolean {
enemies = GameObject.FindGameObjectsWithTag("team2tower");
if(enemies.Length > 0) {
targetEnemy = enemies[0];
var dist = Vector3.Distance(transform.position, enemies[0].transform.position);
for(var i=0;i<enemies.Length;i++) {
var tempDist = Vector3.Distance(transform.position, enemies*.transform.position);*
if(tempDist < dist) {
targetEnemy = enemies*;*
//Debug.Log("Distance from enemy: "+tempDist);
}
}
}
if(tempDist < 5) {
* return true;*
}
* return false;*
}
function attackEnemy() {
* if(attackTimer < .1f) {*
* sendAttack();*
* attackTimer = 3f;*
* }*
}
function sendAttack() {
* Debug.Log(“Attack sent:”);*
* fireAt = targetEnemy.transform;*
* var attack = Instantiate(spellTransform,this.transform.position,Quaternion.identity);*
attack.rotation = Quaternion.Slerp(attack.rotation,
Quaternion.LookRotation(fireAt.position - attack.position), rotationSpeed2*Time.deltaTime);
attack.position += spellTransform.forward * moveSpeed2 * Time.deltaTime;
}
trying to figure out why it’s not moving.