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Question by jbMcFly · Nov 04, 2018 at 03:45 PM · cameracollisionraycasttag

Looking at closest visible object with tag

Hello, Previously I had a script that I could look at a player but only when I had the Tab buttoned pressed down but could not cycle through enemies or anything. Looking all day for answers I came by this and decided it would be great I can now find things tagged enemies and cycle though them but I have not been able to figure out a way to lookat the enemy and stay looking at them and be able to move around them in a circle.

 public class debug : MonoBehaviour
 {
 
 public List<Transform> targets;
 public Transform selectedTarget;
 public string targetTag = "Enemy";
 private Transform myTransform;
 
 //Use this for initialization
 void Start()
 {
     targets = new List<Transform>();
     selectedTarget = null;
     myTransform = transform;
     AddAllEnemies();
 }
 
 public void AddAllEnemies()
 {
     GameObject[] go = GameObject.FindGameObjectsWithTag(targetTag);
     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 SortTargetsByDistance()
 {
     targets.RemoveAll(target => target == null);
     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;
         }
 
         selectedTarget = targets[index];
     }
 }
 
 //Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Tab))
     {
         TargetEnemy();
     }
     }
 } 
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